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How to organize graphic engine architecture?


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#1 graveman   Members   -  Reputation: 110

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Posted 07 November 2013 - 12:27 AM

Hello to everyone. I am going to write the graphic engine for FPS. So-and-so I begun it partly. In march of 2013 I begun to study a math and a functional analysis for to understand based on a spherical harmonics global lighting effect. Now I am on a diff expressions studying stage. In end of November I plan to get for a Legendre polinomials and to code the global illumination shader. The engine will be free under LGPL license.

So, I have some questions.

 

1) What the base effects need else except for Global illumination?

2) How to organize a connection between the engine.dll and  game.exe better. I see so:

there are some structs as "RenderSystem", "Scene". And there are the  functions like "somefunction (RenderSystem& rs,...)" in the dll?


Edited by graveman, 07 November 2013 - 12:30 AM.


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#2 Krohm   Crossbones+   -  Reputation: 3109

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Posted 07 November 2013 - 01:28 AM

Global illumination is really a high-end feature right now. With the advent of digital distribution and widespread indie games successes, I would be very careful in taking for granted GI is a requirement at all. You're making a lot of assumptions in your post and you seem to be very theory-oriented. You will have surprises.

 

BTW get the rid of the runtime linking madness. For a start, you want to keep it simple.



#3 graveman   Members   -  Reputation: 110

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Posted 07 November 2013 - 01:55 AM


BTW get the rid of the runtime linking madness.
what you mean? Is it need to put render system classes themselves into the dll?

#4 Krohm   Crossbones+   -  Reputation: 3109

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Posted 07 November 2013 - 02:05 AM

There's no such .dll thing. Just compile it in a single exe and be done with it.






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