Note that I said “gameplay-specific” elements–the things that you listed are lower-level technical elements.
One way of looking at it is that Panda handles a lot of the low-level technical stuff, but leaves the gameplay implementation to the developer.
“Antiquated” is, I think, a bit of a loaded word, implying disparagement. I know that I find the scene-graph to be a useful tool when developing.
That said, note that Panda does, as I recall, internally batch based on render-state and (I think) on culling-bin.
As I’m not one of the engine’s developers, I’m not in a position to speak to why the developers made or make the choices that they have and do. I’m just conveying what I’ve gathered of those choices.
Not really. It’s based on my interactions with the Panda devs over time.
And please don’t make assumptions about why I’m making the statements that I’m making. :/
I’m afraid that it’s just something that I recall from various (I think) interactions over the years; primarily on the forums, I think.
Maybe there’s something in the docs somewhere; I don’t know–I don’t think that I’ve looked.
As to justifications, again, I can’t speak for the Panda devs.
My own thought is that having Panda provide less of the gameplay stuff encourages devs to make things in their own ways, and thus increases the variety of the results.
Now, it’s true that devs could do things by themselves nevertheless. But consider the case in game-dev of the “dominant strategy”: even if it’s less fun, and other, more-fun options are available, people will often tend to pick the “dominant strategy”.
Providing gameplay implementations in the engine itself provides a “dominant strategy” of just using those implementations. That then encourages devs to use implementations that might not be good fits for their games, and increases uniformity, reducing the variety in the gameplay developed, so I would expect.
Samples might have a similar effect–save that they’re a little less convenient, a little less immediately available, which might mitigate the “dominant strategy” effect a bit.