Original Post
Hiya
First off, let me say that Im sorry for submitting 2 posts one after the other, but the other is more less something I thought
that most people would like to comment on.
Anyway, im developing my own 3D rpg engine right now. I have a small design doc that I wrote a while back and I wanted to run it by you guys. Basically right now, the project is just a collection of code, although organized, the engine has no real
structure to it.
What I plan on doing is writting a engine interface class which will alow me to access anything from the engine, anywhere from
hud display to the entire 3d world. This engine class will alow me to create a new game asap. Note that the game's object classes and such, will be derived from different entity classes
from the engine, which are handle by the engine.
So a few questions exists:
1) Would it be practicle to right a 'engine' class which is basically a list of pointers and functions for accessing the engine's classes?
2) Should I turn the engine into a dll and have the game into the main exe which loads the engine dll, or should the game be
a dll in which the engine loads? (second choice seems better to me).
3) Is this the common method developers use to make an engine easy to use? It would seem to me like it would provide a quick
development process and would be very easy to make a TC (mod). of the game.
Thanks a ton every one, again, sorry for the two posts being back to back.
~Jason
[edited by - no one on January 20, 2004 6:34:10 AM]