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Thread: engine structure

  1. #1

    engine structure

    Having made my first engine I am aware of the deficiencies of the way I have structured the code. While it may be easy for me to create a scene with multiple entities, performing optimisations like oct-trees, or being able to expand to make use of effects or animations seems a little tricky.

    How should a good, solid and flexible (modular?) engine be structured? what would a scene class look like? entity classes? What would the scene rendering function look like?
    I don't want line by line code here, just a sort of blueprint for the skeleton.

  2. #2
    Senior Member Regular Contributor
    Join Date
    Nov 2000
    Sydney, NSW, Australia

    Re: engine structure

    There is no definitive right answer to that question, but if you goto there was a recent group of articles which you will find either on the front page up the top or when you click on the link "Recent articles" or whatever, they are called "Engenuity" or something like that, I think that they will be what you are looking for. But if i remember rightly they were pretty OOP heavy.
    :: Sleep is a poor substitute for caffeine ::

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