Parts of a Game Engine

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5 comments, last by drkpriest 20 years, 7 months ago
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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Doesn''t get into any code or the like, but the link goes over all the various aspects of an engine.

Game Engine Anatomy
"...."
Check out the enginuity series of articles hosted here at gamedev, they''re quite well done and on the "hole", they''re good.
http://www.gamedev.net/reference/programming/features/enginuity1/ This is the first in the Engenuity series.


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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]

Beginner in Game Development?  Read here. And read here.

 

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

OPTIONAL:
Gamestate
AI
Physics

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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