NOOB question, please forgive me

Is there only one scene graph for the whole virtual 'world'?



And this graph is modified 'after' reviewing all the user inputs (movement keys, mouse, etc…)?



Then it is rendered?



Is that the basic idea?



Again, sorry for the nooblet question…

michael.newcomb said:

Is there only one scene graph for the whole virtual 'world'?


There is one active scene graph that is being rendered to the canvas.

"World" is a pretty vauge notion.  You might have many scenegraphs in a "world", but only one can be displayed at a time.

Not all of the current scenegraph however is necessarily being rendered.  Switch Nodes allow you to turn on and off various parts of the graph.



And this graph is modified 'after' reviewing all the user inputs (movement keys, mouse, etc..)?

Then it is rendered?

Is that the basic idea?


The standard game loop of almost all games is
( a ) read input
( b ) calculate new game state
( c ) render the resulting state as a frame
( d ) go to ( a )

In the case of a JME game then yes this there are two callbacks you get "update" and "render".
In update you read any input and calculate any game state update (including AI, etc).  Part of this update MAY be making changes to the scene graph.

The in render you actually draw the frame, the HUD ontop, and so on.



[/quote]
Again, sorry for the nooblet question...
[/quote]

Not at all, but have you looked at the wiki? Theres pretty good getting started stuff there and in the examples.

in case you want 'multiple scene graphs', … more than one, you might want to look into RenderPass(es).



so long,

Andy