Hi,
I've been trying to read through different implementations of Scene Graphs for 3D engine development to learn design patterns used in this domain, but unfortunately the code bases are too big for me grasp (yet, hopefully).
So, let's say we have a class Model
that stores pointers to geometry, shaders, textures etc.
and we want to allow animation of each of the members separately, say GeometryAnimator
, TextureAnimator
and so on, but a Model
could also be static of course.
What I see is that both the strategy pattern (with no-op for static entities) and the decorator pattern could be used to achieve this. What are the benefits/drawbacks of each in this application? Or do I over complicate matters?
Thanks for your help!