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Structuringa game engine

Started by Metus May 28, 2002 at 11:54 AM 0 replies 200+ views
Original Post
Metus
Metus
First of all I have to send my greetings to all on this forum, the www.gametutorials.com and, espescially Nehe for holding the best resources for a semi-newbie (game)programmer. I''ve been coding for a couple of weeks on my engine now, implemented both DirectSound(3D / EAX), DirectInput, OpenGL, support for Q3 Models and such. The problem is that my codes grows.. very big and this is teh biggest OOP-project ever so before I venture any deeper into the insane game programming world I''D need some advices: How should I structure my engine? At the moment I''ve got these classes: Audio -> Everything about DirectSound Video -> Everything about OpenGL Input -> Everything about ... that''s right, DirectInput Camera -> For the OpenGL camera (3D movement) MD3Model -> For the loading and rendering of a MD3 Log -> A temporary class for file logging Time -> A class for time (current system time, frame time and frames per seond) Data -> A data class for loading of static data (like targa textures) I''ve been thinking of merging the base classes (audio, video, input and maybe camera) into one class called Engine instead. Is that the right way or should I split the base functions as much as possible? I''d appreciate every answers, except flames...
Ethereal
david_williams
david_williams
I agree that this can be a fairly difficult task! I guess it really depends on what the engine does, and on some personal preference. For my engine I have created some UML diagrams showing the structure. They are a bit out of date and I appologise for the colour scheme, but have a look at thermite.sourceforge.net and look for the UML link in the left hand side. I''ll be doing some new ones in a couple of weeks which might be better.

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