So I finally made it to this part in my engine. I already made simple renderer, Resource Cache, AssetManager.
Yeah I made my custom level/map format and I was able to laod it successfully.. However I was wondering, why would I separate the scene graph from my actors? I've got global access to almost all systems( I don't feel like I need event manager, at least not for now ) so I really don't see any reasons.
Why shoudn't I iterate trough all actors and tell render components to render themself with the following renderer? Each actor got transform component, relative to its parent.
Direct Question:
In other words, what will I get+/rewarded with if I use separate hierarchy for the drawing part? At least I want to see your reasons so I can "free" my mind.
OffTopic: This is my second registration, for some reason I cound't log in with my old. Even with the resetted password..
Yeah I made my custom level/map format and I was able to laod it successfully.. However I was wondering, why would I separate the scene graph from my actors? I've got global access to almost all systems( I don't feel like I need event manager, at least not for now ) so I really don't see any reasons.
Why shoudn't I iterate trough all actors and tell render components to render themself with the following renderer? Each actor got transform component, relative to its parent.
Direct Question:
In other words, what will I get+/rewarded with if I use separate hierarchy for the drawing part? At least I want to see your reasons so I can "free" my mind.
OffTopic: This is my second registration, for some reason I cound't log in with my old. Even with the resetted password..