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Parts of a Game Engine

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I''m am looking at designing a game engine but am finding it hard to find out what parts you need in it. What are the subsections of the game engine and their functionality. (eg Physics section, math section etc). Can anyone help me out by giving me a list or anything?

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Check out the enginuity series of articles hosted here at gamedev, they''re quite well done and on the "hole", they''re good.

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http://www.gamedev.net/reference/programming/features/enginuity1/ This is the first in the Engenuity series.



First make it work,
then make it fast.

--Brian Kernighan

"The problems of this world cannot possibly be solved by skeptics or cynics whose horizons are limited by the obvious realities. We need men and women who can dream of things that never were." - John Fitzgerald Kennedy(35th US President)

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http://www.fastgraph.com/tutorial/fgtut03.html

http://www.gamedev.net/hosted/3dgraphics/

http://www.cprogramming.com/tutorial.html

those are some links to help you out.

[edited by - Alpha_ProgDes on September 4, 2003 10:07:49 AM]

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Guest Anonymous Poster
Very (very) simply:
MAIN STUFF:
Graphics
Sound
Input
Networking

OPTIONAL:
Gamestate
AI
Physics

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The things your should look up to read to help you on the road for designing a game engine

Resource Management (sound, models, levels etc - file management)

Object Management (Scene Graphs, Depandcy Graphs etc)

Spatial Data Structures (BSP, Octrees (loose), BVH) - organising geometry, bascially splitting space up

Visibility Culling (Occlusion culling, Portal culling etc) - If its not visiable dont send it through the graphics pipeline

Level of Detail - Cut down on the amount of triangles in a mesh the further away it is from the viewer

Tessellation and Triangulation

Lighting and Shadow models - Shadow techniques, Global illumation or mimic it

Yes there is other stuff to

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