El game engine-4. Scenario Management

Source: Internet
Author: User

4.Scenario Management

For El Scenario Management, refer to ogre and use tree management. The entire scenario can be described as a node tree. Each node is attached with the entity to be rendered, and an approximate bounding box is saved for visibility judgment and collision detection. During rendering, the entire scene tree is rendered one by one in the top-down mode.

In rendering scenarios, like Orge, El uses different rendering queues to solve the Alpha problem of objects. The deep cache algorithm is no longer applicable when rendering Alpha objects. In this case, you need to sort all alpha objects and draw them using the oil painter algorithm. Therefore, there are several rendering queues in the entire scenario. The sky box queue needs to be drawn first, followed by the terrain, followed by all opaque objects, and finally transparent object queues sorted by viewpoint, this rendering queue Group ensures that transparent objects are correctly rendered, which is consistent with the practice in ogre.

The following is a concise description of the deep Sorting Problem and Solution of Alpha hybrid objects.

Http://www.cnblogs.com/cocoaleaves/archive/2009/04/19/1438978.html

Scenario Management is far more meaningful than the preceding content. The development of the game development industry has accumulated many Scenario Management algorithms, such as octotree, portal, and BSP. El has only made initial implementation in the Scenario Management Section. Later, this part of content still needs to be systematically improved.

Figure 4.1 scenario

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