DarkAngel wrote:
Yeah I agree with marciano's point that the renderer shouldn't need to be able to point back up to the high-level game systems...
A renderer shouldn't, but a scene graph should. I'm all for the scene graph being moved out of the main renderer, but that's a big project.
marciano wrote:
If you use a lookup table (not a hashmap or map), you also get a quick and direct mapping from handle to game object, without any additional performance cost over a h3d private-data function. In theory it would even be faster because your lookup table would be more memory coherent and hence cache friendly compared to storing the pointers directly in the h3d scene node objects and you also have less indirections to get it.
Ok, that's what I'll do. I was viewing the fact that H3DNodes are sequential as more of an implementation detail.