In all our previous chapters, we programed various recipes in a modeled centric way where we have an engine manager (renderer) that does all the required rendering activities for models. This approach is great for learning purposes, but in a real use case, we need scalability and manageability where multiple complex scenes can be handled easily. This chapter will introduce the scene-graph paradigm that allows you to program and manage complex scenes efficiently.
Scene graph-based architecture: The present design we used in existing recipes contains a renderer engine, which works in conjunction with other helper classes to render programed models. This simple architecture is wonderful for quick prototyping purposes. This has already been demonstrated in all the recipes in previous chapters.
The modern 3D graphics use cases are not only limited to render a few chunks of objects in the 3D space, but the real-time challenge is to produce a state-of-the-art graphics engine that meets...