17 |
The scene graph |
A simple game may include an intro, a configuration screen, two or three game levels, a successful end, an unsuccessful end and a play again selection screen. Trying to manage all this in a single scene can be complex and wasteful in terms of memory resources. In this chapter we will look at how to break a project down into manageable sections so that we can deal with one thing at time. We will look at how to manage texture resources across scenes and how using shared libraries can prove useful.
What are we going to store in a scene?
In true OOP style, we are going to create a class called CToon3DScene that will contain all the data that will constitute a scene. A project may contain several scenes and data that are stored ...
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