Do you wrap up opengl, directx etc or do you just make a game engine instead?

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12 comments, last by johnnyBravo 19 years, 10 months ago
There is a fine line between an API wrapper and an full fledged graphics engine. A graphics engine handles translating the game data to graphics.... the wrapper handles translating graphics to API graphics specifics. That level of abstraction is VERY nice, but overrated in inde projects IMHO.
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There is a fine line between an API wrapper and an full fledged graphics engine. A graphics engine handles translating the game data to graphics.... the wrapper handles translating graphics to API graphics specifics. That level of abstraction is VERY nice, but overrated in inde projects IMHO.
hi, if you are thinking about porting your DX game to any other platform than windows then I would recomend to start with your own math library (plus other helper functions). Using D3DX everywhere in your code can bring a terrible headache later when you will start thinking about OGL. Also some API specifics are naturally wraped like lets say vertex buffers, you might want to write your own manager that will collect and batch all your faces by type of shader. The same goes to shader manager, viewport or font managers. Of course it works only if you pay carefull attention to design.
ups

[edited by - luskan on June 10, 2004 2:16:22 AM]

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