Modern engine design

CAVEY GERARD <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <71A291D8E360AF4EA6FFFAF9CAD136CA0146F4E8@FR-MAILBOX2.fr.sgam.socgen>
Hi there

In your opinion what is the best scheme to use for a modern engine that
supports shader ?
In my first attempt i designed my engine as a static library in which
i made a root object Application that contains different sub systems.the
user of the engine only had to override virtual sub systems methods to
customize engine.
Input , Graphics, Gui,etc... each one had basics functions OnInit,Shutdown
etc...
during dev i realized that this was not the optimal architecture and that i
was about to have some communication
problems between sub systems.
Furthermore i realized i almost only used the Graphics sub system so i
wondered  "why several sub systems if almost everything is in one?".
Another thing ; i denied to use linked list for example my model class could
have inheritance from linked list
(since we know that new/delete during runtime is not good)
but no i decided to use a simple array of models stored in Graphics
system.This way
when i manage my models no one knows nothing about the others .... really
bad.
So my organization was a bit naive :D .If someone wants to share his/her
experience about this
that would be nice.

Regards
GC


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