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#Actualyckx

Posted 01 December 2012 - 12:23 PM

It seems to me that you're conflating the tool chain and the engine. A game engine isn't really used to make assets. if you're tasked with the graphics system, all you should be concerned with (IMHO) is using existing assets (meshes, textures, sharers, maybe text) and game object data (position, orientation, whatever) to draw the world and HUD. Models can be created in existing midelling software and exported into a standard data format, which can then be read by your engine using a library such as assimp. If you're already able to draw hardcoded models, it shouldn't be too difficult to leverage your code to drawing arbitrary models.

#1yckx

Posted 01 December 2012 - 12:21 PM

It seems to me that you're conflating the tool chain and the engine. A game engine isn't really used to make assets. if you're tasked with the graphics system, all you should be concerned with (IMHO) is using existing assets (meshes, textures, sharers, maybe text) and game object data (position, orientation, whatever) to draw the world and HUD. Models fan be created in existing midelling software and exported into a standard data format, which can then be read by your engine using a library such as assimp. If you're already able to draw hardcoded models, it shouldn't be too difficult to leverage your code to drawing arbitrary models.

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