Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualnife87

Posted 20 August 2012 - 09:43 AM

1) I want to have my final engine with DirectX implemented, is it smart to start with a full Win32 code and then later on starting to implement Dx?


Since you have looked at many open source engines, you will undoubtedly have noticed that most lean towards being cross-platform and that their hardware-/platform-interfacing systems, such as graphics (Direct3D, OpenGL), audio (DirectSound, OpenAL), input (Win32 RAW, XInput2), system-info (OS, CPU and RAM details) and window-handling (Win32, X-Window), are more-or-less platform-independent.
If you lean towards making a "clean" engine, separating the platform-details from the standard interface both looks extremely good (clean, standard source code) and makes it easier to port to other platforms in the future, even if you only intent to support Win32 for the time being (for rendering, both Direct3D and OpenGL can be used on Windows, as with DirectSound and OpenAL).

#1nife87

Posted 20 August 2012 - 09:42 AM

1) I want to have my final engine with DirectX implemented, is it smart to start with a full Win32 code and then later on starting to implement Dx?


Since you have looked at many open source engines, you will undoubtedly have noticed that most lean towards being cross-platform and that their hardware-/platform-interfacing systems, such as graphics (Direct3D, OpenGL), audio (DirectSound, OpenAL), input (Win32 RAW, XInput2), system-info (OS, CPU and RAM details) and window-handling (Win32, X-Window), more-or-less platform-independent.
If you lean towards making a "clean" engine, separating the platform-details from the standard interface both looks extremely good (clean, standard source code) and makes it easier to port to other platforms in the future, even if you only intent to support Win32 for the time being (for rendering, both Direct3D and OpenGL can be used on Windows, as with DirectSound and OpenAL).

PARTNERS