Game engines: What are scene graphs? - c++

I've started reading into the material on Wikipedia, but I still feel like I don't really understand how a scene graph works and how it can provide benefits for a game.
What is a scene graph in the game engine development context?
Why would I want to implement one for my 2D game engine?
Does the usage of a scene graph stand as an alternative to a classic entity system with a linear entity manager?

What is a scene graph in the game
engine development context?
Well, it's some code that actively sorts your game objects in the game space in a way that makes it easy to quickly find which objects are around a point in the game space.
That way, it's easy to :
quickly find which objects are in the camera view (and send only them to the graphics cards, making rendering very fast)
quickly find objects near to the player (and apply collision checks to only those ones)
And other things. It's about allowing quick search in space. It's called "space partitioning". It's about divide and conquer.
Why would I want to implement one for
my 2D game engine?
That depends on the type of game, more precisely on the structure of your game space.
For example, a game like Zelda could not need such techniques if it's fast enough to test collision between all objects in the screen. However it can easily be really really slow, so most of the time you at least setup a scene graph (or space partition of any kind) to at least know what is around all the moving objects and test collisions only on those objects.
So, that depends. Most of the time it's required for performance reasons. But the implementation of your space partitioning is totally relative to the way your game space is structured.
Does the usage of a scene graph stand
as an alternative to a classic entity
system with a linear entity manager?
No.
Whatever way you manage your game entities' object life, the space-partition/scene-graph is there only to allow you to quickly search objects in space, no more no less. Most of the time it will be an object that will have some slots of objects, corresponding to different parts of the game space and in those slots it will be objects that are in those parts.
It can be flat (like a 2D screen divider in 2 or 4), or it can be a tree (like binary tree or quadtree, or any other kind of tree) or any other sorting structure that limits the number of operations you have to execute to get some space-related informations.
Note one thing :
In some cases, you even need different separate space partition systems for different purposes. Often a "scene graph" is about rendering so it's optimized in a way that is dependent on the player's point of view and it's purpose is to allow quick gathering of a list of objects to render to send to the graphics card. It's not really suited to perform searches of objects around another object and that makes it hard to use for precise collision detection, like when you use a physic engine. So to help, you might have a different space partition system just for physics purpose.
To give an example, I want to make a "bullet hell" game, where there is a lot of balls that the player's spaceship has to dodge in a very precise way. To achieve enough rendering and collision detection performance I need to know :
when bullets appear in the screen space
when bullets leave the screen space
when the player enters in collision with bullets
when the player enters in collision with monsters
So I recursively cut the screen that is 2D in 4 parts, that gives me a quadtree. The quadtree is updated each game tick, because everything moves constantly, so I have to keep track of each object's (spaceship, bullet, monster) position in the quadtree to know which one is in which part of the screen.
Achieving 1. is easy, just enter the bullet in the system.
To achieve 2. I kept a list of leaves in the quadtree (squared sections of the screen) that are on the border of the screen. Those leaves contain the ids/pointers of the bullets that are near the border so I just have to check that they are moving out to know if I can stop rendering them and managing collision too. (It might be bit more complex but you get the idea.)
To achieve 3 and 4. I need to retrieve the objects that are near the player's spaceship. So first I get the leaf where the player's spaceship is and I get all of the objects in it. That way I will only test the collision with the player spaceship on objects that are around it, not all objects. (It IS a bit more complex but you get the idea.)
That way I can make sure that my game will run smoothly even with thousands of bullets constantly moving.
In other types of space structure, other types of space partitioning are required. Typically, kart/auto games will have a "tunnel" scene-graph because visually the player will see only things along the road, so you just have to check where he is on the road to retrieve all visible objects around in the "tunnel".

What is a scene graph? A Scene graph contains all of the geometry of a particular scene. They are useful for representing translations, rotations and scales (along with other affine transformations) of objects relative to each other.
For instance, consider a tank (the type with tracks and a gun). Your scene may have multiple tanks, but each one be oriented and positioned differently, with each having its turret rotated to different azimuth and with a different gun elevation. Rather than figuring out exactly how the gun should be positioned for each tank, you can accumulate affine transformations as you traverse your scene graph to properly position it. It makes computation of such things much easier.
2D Scene Graphs: Use of a scene graph for 2D may be useful if your content is sufficiently complex and if your objects have a number of sub components not rigidly fixed to the larger body. Otherwise, as others have mentioned, it's probably overkill. The complexity of affine transformations in 2D is quite a bit less than in the 3D case.
Linear Entity Manager: I'm not clear on exactly what you mean by a linear entity manager, but if you are refering to just keeping track of where things are positioned in your scene, then scene graphs can make things easier if there is a high degree of spatial dependence between the various objects or sub-objects in your scene.

A scene graph is a way of organizing all objects in the environment. Usually care is taken to organize the data for efficient rendering. The graph, or tree if you like, can show ownership of sub objects. For example, at the highest level there may be a city object, under it would be many building objects, under those may be walls, furniture...
For the most part though, these are only used for 3D scenes. I would suggest not going with something that complicated for a 2D scene.

There appear to be quite a few different philosophies on the web as to what the responsebilties are of a scenegraph. People tend to put in a lot of different things like geometry, camera's, light sources, game triggers etc.
In general I would describe a scenegraph as a description of a scene and is composed of a single or multiple datastructures containing the entities present in the scene. These datastructures can be of any kind (array, tree, Composite pattern, etc) and can describe any property of the entities or any relationship between the entities in the scene.
These entities can be anything ranging from solid drawable objects to collision-meshes, camera's and lightsources.
The only real restriction I saw so far is that people recommend keeping game specific components (like game triggers) out to prevent depedency problems later on. Such things would have to be abstracted away to, say, "LogicEntity", "InvisibleEntity" or just "Entity".
Here are some common uses of and datastructures in a scenegraph.
Parent/Child relationships
The way you could use a scenegraph in a game or engine is to describe parent/child relationships between anything that has a position, be it a solid object, a camera or anything else. Such a relationship would mean that the position, scale and orientation of any child would be relative to that of its parent. This would allow you to make the camera follow the player or to have a lightsource follow a flashlight object. It would also allow you to make things like the solar system in which you can describe the position of planets relative to the sun and the position of moons relative to their planet if that is what you're making.
Also things specific to some system in your game/engine can be stored in the scenegraph. For example, as part of a physics engine you may have defined simple collision-meshes for solid objects which may have too complex geometry to test collisions on. You could put these collision-meshes (I'm sure they have another name but I forgot it:P) in your scenegraph and have them follow the objects they model.
Space-partitioning
Another possible datastructure in a scenegraph is some form of space-partitioning as stated in other answers. This would allow you to perform fast queries on the scene like clipping any object that isn't in the viewing frustum or to efficiently filter out objects that need collision checking. You can also allow client code (in case you're writing an engine) to perform custom queries for whatever purpose. That way client code doesn't have to maintain its own space-partitioning structures.
I hope I gave you, and other readers, some ideas of how you can use a scenegraph and what you could put in it. I'm sure there are alot of other ways to use a scenegraph but these are the things I came up with.

In practice, scene objects in videogames are rarely organized into a graph that is "walked" as a tree when the scene is rendered. A graphics system typically expects one big array of stuff to render, and this big array is walked linearly.
Games that require geometric parenting relationships, such as those with people holding guns or tanks with turrets, define and enforce those relationships on an as-needed basis outside of the graphics system. These relationships tend to be only one-deep, and so there is almost never a need for an arbitrarily deep tree structure.

Related

SDL Tile and Sprite Rendering Terrain

Hello recently i started to mess around with SDL. Since i was interested in some 2D/2.5D games.So i started messing around with SDL in C++, I was looking to recreate something similar to Original Zelda.
So as far as i understand those game work with some kind of isometric prespective, or standard Orthogonal view but one thing i do not understand is how can you generate 3D-like Collisions between those objects on the map (tiles, sprites etc which are in 2D). Have a look at the video link below. Is this created purely in SDL, is it PerPixel collision or rectangular ? Or it might involve OpenGL as well ?
Link: https://www.youtube.com/watch?v=wFvAByqAuk0
The original was probably a simple Rectangular collision.
I believe that your "3D collision" is the partial collision present in some objects. For example, Link can go through the leaves, but not through the trunk.
You can do it easily in 2 ways:
Layers of rendering and collision. The trunk is located in one layer and is covered by some collision boxes. Link is present in a intermediary layer. And the leaves are in another layer, on top of Link. Then you can check collision between Link's Layer and the layer with the trunk and other objects, for example.
Additionally you can create a property for your tiles in which you can store the type of collision you hope to obtain. For example, 'box' collision will tell your engine that the object is collidable on every side. Or 'bottom' collision will tell your engine that Link will collide with this object only if he is walking down into the object (this is the effect of you will see on some 2D sidescrollers: jump through a tile but then fall into it solid.
Per pixel collision in those simple cases is not worth it. I find it much better to personalize the collision ourselves, using creativity, masks and layers.
BTW: This topic would fit better on https://gamedev.stackexchange.com/

Tilemap 2D realistic fluid physics

I'm interested in trying to create realistic fluids (water), for a 2D game. This game is similar to Terraria. I have heard about how you can slap a bunch of colliding particles on the scene and render over it and voila, realistic acting water.
Terraria uses tile based water, which I am not a fan of.. I want something more advanced.
I thought about using bullet 3D physics (box2d has limits I would hit). For non colliding particle effects, I am thinking about using something like SPARK, since I think that'd give me the best of both worlds.
The issue I am thinking about, is that each block is 16x16, so on a 1600x900 scene, there are about 5 thousand tiles.
So I need to tell the physics engine that these tiles are collidable. Of course, there are void tiles that are considered to be non collidable.
Does anyone have ideas on this? Language is C++, I doubt that's relevant though.
EDIT: i think i'm going to have to cave in and use grid based water. I suppose, in retrospect particle based just makes everything more difficult but for what gain?
Your question is about tiled fluids, but you seem to actually be asking about a particle based approach.
If that's the case, what you're looking for is "Smoothed Particle Hydrodynamics", or SPH, which is a very popular technique for 2D and 3D fluid simulations in realtime situations.
Yes, it's basically just a particle system, with each particle responding to the forces in your environment (gravity, collisions etc.) in a reasonable (mathematically stable) way, combined with a constraint that they must stay a certain distance apart in order that the fluid is incompressible.
You can render the particles as points, if you have enough of them, or you can use them as a source for deriving a surface (for example using marching-cubes, though in 2D I wouldn't worry about that).
http://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics
It has the advantage of being relatively easy to code, and indeed to accelerate on a GPU.
Indeed I think they're probably a better approach than trying some kind of tile-based approach, and you get some more interesting results, such as spray kicking up, waves kicking against the edges of objects, etc. It's not too hard to get something pleasing working, I'd give it a go.

Is there a simple way to detect collisions between 2 GL objects? e.g glutSolidCylinder & glutSolidTorus

Is there a simple way to detect collisions between 2 GL objects? e.g glutSolidCylinder & glutSolidTorus
if there is no simple way, how do i refer to this objects,to their location?
and if I have their location, what should be the mathematical consideration to take in account?
No, there is no simple way. Those aren't GL objects anyway, as OpenGL doesn't know of any objects, as it is no scene graph or geometry library. It just draws simple shapes, like triangles or points, onto the screen and that's exactly what glutSolidTorus and friends do. They don't construct some abstract object with properties like position and the like. They draw a bunch of triangles to the screen, transforming the vertices using the current transformation matrices.
When you are about to do such things like collision detection or even just simple object and scene management, you won't get around managing the objects, complete with positions and geometry and whatnot, yourself, as again OpenGL only draws triangles without the notion for any abstract objects they may compose.
Once you have complete control over your objects geometry (the triangles and vertices they're composed of), you can draw them yourself and/or feed them to any collision detection algorithms/libraries. For such mathematically describable objects, like spheres, cylinders, or even tori, you may also find specialized algorithms. But keep in mind. It's up to you to manage those things as objects with any abstract properties you like them to have, OpenGL just draws them and those glutSolid... functions are just hepler functions containing nothing else than a simple glBegin/glEnd block.
You will need some system that checks for and manages collisions, if you want to insist on using the glut objects then you will need to contain them in some other class/geometry-representation to check for intersections.
Some interesting reads/links on physics/collision detection:
www.realtimerendering.com/intersections.html
http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/ < he also has other articles, the principles for 2D can easily be extend to 3 dimensions
http://www.dtecta.com/files/GDC2012_vandenBergen_Gino_Physics_Tut.pdf
Edit, this book is good imo: http://www.amazon.co.uk/gp/product/1558607323/ref=wms_ohs_product

2D collision detection and stuff with OpenGL

I am working on a simple 2D openGL project. It contains a main actor you can control with the keyboard arrows. I got that to work okay. What I am wanting is something that can help explain how to make another actor object follow the main actor. Maybe a tutorial on openGL. The three main things I need to learn are the actor following, collision detection, and some kind of way to create gravity. Any good books or tutorials to help get me in the right direction would be great.
You could use a physics library like Chipmunk Physics, which lets you attach springs and things between the two objects and detect when they hit each other and other things.
A pre-rolled library would be good, but the concepts you describe are ones you need to know if you are going to do any sort of game programming anyways:
A simple way to make one actor follow behind another is to have the lead actor store its position every time it moves. Feed these positions to a trailing actor with a delay of a few values - the longer the delay, the further behind they travel. Simple, but doesn't handle dynamic collision (other actors moving the block collision.)
Collision detection in 2D can simply be axis aligned (AA) bounding boxes. Search for this and you'll see the 4 ifs or so that are needed.
Gravity is just adding a fixed velocity (usually down) to every object every game loop. This is constant acceleration which is exactly how gravity works.

OpenGL game development - scenes that span far into view

I am working on a 2d game. Imagine a XY plane and you are a character. As your character walks, the rest of the scene comes into view.
Imagine that the XY plane is quite large and there are other characters outside of your current view.
Here is my question, with opengl, if those objects aren't rendered outside of the current view, do they eat up processing time?
Also, what are some approaches to avoid having parts of the scene rendered that aren't in view. If I have a cube that is 1000 units away from my current position, I don't want that object rendered. How could I have opengl not render that.
I guess the easiest approaches is to calculate the position and then not draw that cube/object if it is too far away.
OpenGL faq on "Clipping, Culling and Visibility Testing" says this:
OpenGL provides no direct support for determining whether a given primitive will be visible in a scene for a given viewpoint. At worst, an application will need to perform these tests manually. The previous question contains information on how to do this.
Go ahead and read the rest of that link, it's all relevant.
If you've set up your scene graph correctly objects outside your field of view should be culled early on in the display pipeline. It will require a box check in your code to verify that the object is invisible, so there will be some processing overhead (but not much).
If you organise your objects into a sensible hierarchy then you could cull large sections of the scene with only one box check.
Typically your application must perform these optimisations - OpenGL is literally just the rendering part, and doesn't perform object management or anything like that. If you pass in data for something invisible it still has to transform the relevant coordinates into view space before it can determine that it's entirely off-screen or beyond one of your clip planes.
There are several ways of culling invisible objects from the pipeline. Checking if an object is behind the camera is probably the easiest and cheapest check to perform since you can reject half your data set on average with a simple calculation per object. It's not much harder to perform the same sort of test against the actual view frustrum to reject everything that isn't at all visible.
Obviously in a complex game you won't want to have to do this for every tiny object, so it's typical to group them, either hierarchically (eg. you wouldn't render a gun if you've already determined that you're not rendering the character that holds it), spatially (eg. dividing the world up into a grid/quadtree/octree and rejecting any object that you know is within a zone that you have already determined is currently invisible), or more commonly a combination of both.
"the only winning move is not to play"
Every glVertex etc is going to be a performance hit regardless of whether it ultimately gets rendered on your screen. The only way to get around that is to not draw (i.e. cull) objects which wont ever be rendered anyways.
most common method is to have a viewing frustum tied to your camera. Couple that with an octtree or quadtree depending on whether your game is 3d/2d so you dont need to check every single game object against the frustum.
The underlying driver may do some culling behind the scenes, but you can't depend on that since it's not part of the OpenGL standard. Maybe your computer's driver does it, but maybe someone else's (who might run your game) doesn't. It's best for you do to your own culling.