Progress is kinda slow at this point, and I'm focusing more on the Math implementation now as well as a scripting language for the Engine.
The reason I'm focusing on the Math is mainly to release dependencies from stuff like DXMatrix's, or Glut Matrix's because I have learned from a fellow friend that it is good practice to use your own Math types like Vectors, Matrix's, etc instead of using the ones provided by OpenGL, and Direct X.
This way It's not only possible to port between OpenGL and Direct X, but you can also do a lot of code optimizations by actually doing some of the frequently used Math in Assembly.
At the moment I'm focusing more on Direct X, but as the engine progresses farther I will definitely include the option to switch between a DX and OpenGL renderer seamlessly
I am not the only one coding this Engine. My good friend Renato is developing the scripting system for the engine, and my friend Shawn is helping us get through without any hitch.
Ill be posting code snippets from time to time.
Anyways, Thanks for reading!