Original Post
I've been working on my game engine for a little over a year and a half now, something that can help me with the ins and outs of learning how to develop a small game. Now that my projects are increasing in size I see limitations or little things that I forgot to add in my existing code. Instead of butchering my code I've decided to redo it so it will get cleaned up a bit. My classes right now have no namespaces, so my question is how exactly are modern day engines laid out in terms of creation and deletion of objects (devices and correlating classes)? Namespaces and operator overloading seem to be used a lot, I'm not using them too much and I’m not really enjoying the method I’m using either. Also, is it wise to have a global structure that holds pointers to initialized devices? Say for example I don't want to continuously supplying the device pointer to the texture object (or any other object).