Upon dissecting the HPL 1 Engine, Doom 3 Engine and looking back at my engine...As far as coding skills are consern I have a lot to learn! The whole entire framework is whacked. I am going back to read the Game Engine Architecture. It helped point out a lot about the design of an game engine.
In addiition, a API or SDK are just tools laid out for the developer to build a game. A house wouldn't be built without tools, right? Game is the house as in tools are the game engine's api or sdk.
What I've noticed is the Doom 3 engine uses a lot of macros definations and HPL 1 Engine uses a lot of macros. I thought you want to stay away from macro definations as best as you could?
Why in the world reading through someone's elses code so confusing? HPL1 uses a lot of interfacing; a lot of polymorphisms and don't forget the macro definations.
Remember that callback question that I asked about? Yeah I found out how that one works - never looked at the HPL Engine source code closely like today.
A lot of the time I was searching within the project how they co-relate to eachother. Callback function is all the way over to another header file, that gets used by a lowLevelSystem header file and then over the script header file.
It's like connect the dots - literally! Over here and over there and over there and over there!
Aren't any API or SDK suppose to make sense or do they literally have the whole "Connect The Dots"? Or do they purposly do that to prevent others from dissecting their code and making a better engine then theirs?
man: It's like here's a bunch of nails, screws, bolts, washer, a some wood and scrap metal - there you go! Have at it - now build a shed.
Builder: Where's the instructions?
man: There's no need for instructions just go with what you feel best!
Builder: Huh?!
How many revisions do a game engine undetake anyways? This is perhaps my fifth or so. I'm just venting - don't mind me! TIme for a smoke.