Game Object Trees
In this video I’m going to be talking - at a very high level - about how graphs can be used for working in different problem domains. Rather than focusing on formalism or definitions, I want to show you how graphs can be used. Hopefully this will help you use graphs to solve problems that you encounter.
In this video I talk about how trees can be used in game engines to relate game objects (e.g. shapes, audio, scripts) to one another in useful ways.
Important: You will not be tested on the problem domain! I do not expect you to learn about game engines! If this video is helpful to you, great! If not, don’t worry about it!
Nine-minute video
You can also view this video on YouTube
Key Points
- A tree can be used to structure objects into a heirarchy
- Heirarchical structures can make it easier to perform operations on groups of things at once.
- Operating on heirarchical structures can minimse complexity.
Tree structures allow game engines to, for example:
- Position objects relative to their parent
- Enable and disable groups of objects
- Set properties for groups of objects at once
Summary
In this section we saw game engines can structure game objects in a heirarchy using trees to allow tasks to be performed with minimal complexity.
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