Chapter 9: Working with Scene Graphs
In this chapter, we add a few more touches to our scene-graph code to allow dynamic scene graphs. Besides that, we show how to handle custom components using an example with a physics simulation library, Bullet. Using these techniques, we can extend our scene-graph implementation even further and cover many real-world use cases.
This chapter covers the following recipes:
- Deleting nodes and merging scene graphs
- Finalizing the scene-converter tool
- Implementing lightweight rendering queues in Open Graphics Library (OpenGL)
- Working with shape lists in Vulkan
- Adding Bullet physics to a graphics application
Technical requirements
To run the recipes from this chapter, you will need to use a computer with a video ...
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