@ hades: karajorma and jr2 told me where you need to get the SCP source from the repository:
http://www.hard-light.net/wiki/index.php/Getting_the_FreeSpace2:_SCP_Source_CodeAfter that you need to delete the directory code and place mine instead. The same you need to do with the subdirectory "projects/MSVC_2005".
If you don't use MSVC 2005 you can open an other project file from the repository and insert both folders "code/math/oop" and "code/object/scene" into this project to compile it.
@ Tempest:
Yes. I'm currently converting the original SCP to use my new math handling. Currently I'm renaming variables from the structure "object" all over the source to run a simple search and replace tool afterwards. And the second thing I do is to replace several draw calls with the ones from my scene manager.
I want to prepare the engine and offer all my features as extensions (also opensource) to it.
My scene graph itself is almost a raw planetary engine. I'm trying to implement a hierarchical system based on objects like ships and asteroids are: The star system should be an ingame object derived from class TQuadRail (see KarthesianRails.cpp) and planets should be ingame objects derived from class TPolarRail(see PolarRails.cpp). Other things like terrain chunks should be objects in the same way. For the terrain I want to use the same principle as "The babylon project" has. So I don't need to write extra collision routines and AI handling for it, I hope.