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3D engine design

Started by Sentinel Sep 14, 2000 at 9:14 AM 3 replies 750+ views
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Sentinel
Sentinel
How to do a good 3D engine design? How to make such thing to look good (source code)? OOP and C++ can make it look better, but how should I handle device enumeration (I use DirectX)? Thanks
InFerN0
InFerN0
Leave DX out for a sec. Think more globally. Think overall engine arcitecture. 3d engines cover a pretty broad spectrum. I am working on fps 3d engine. I am using BSP with hopefully PVS for VSD. Think about what you want your game to do and what features you want. In the end you will do alot of rendering by something like DrawFace(face_t *face); or something like that so using DX as your API at this stage is irrelevant. Will the engine handle multiplayer? If so special considerations must be made. Reading stuff The link is an article by Michael Abrash, former id employee, who worked on Quake. While some considerations must be made for D3D stuff(I use OGL) it is really a non-issue. Think about things like how objects in the world communicate, scripts and other stuff like that. An engine consists of more than just graphics.

InFerN0
InFerN0Not all who wander are lost...
Sentinel
Sentinel
I know that. I just want some tips on how to make readable code.
cruZ
cruZ
To handle basic gruntwork for dx there are some nice dx wrapper classes out there. For example the cdx library: www.cdx.sk
->or you write your own wrapper classes. High-level wrapper classes are one thing that make code look nicer.
You can then work with calls like "d3dsubsys->init(640,480,16)"
...
InFerN0
InFerN0
Make a documented labeling system and use it across the board.
example renSetView3d comes from the rendering module.
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