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dbzprogrammer

Game Engine Design

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I am currently working on a small contest. I am currently in the process of designing and basic coding of my engine. Below I have an image of my current design. I would like to implement BSP trees, but I'm not sure how to do that. There are lines telling you what class uses what class. If there is an arrow, whatever the arrow is pointing to inherits the class on the other end... EDIT: I don't think I really put in enough detail on how it works. You can see mainly everything goes into render. Mainly because render is the end function on the game cycle. Everything happens before it does. Everytime you call a round, it does everything else before it renders the scene. The Map class enables you to directly link and input function to an action in another class. Basically you map a keypress with a move_forward() function from a mesh object... Also the Camera is built into the object class. You flip a switch and that's where the viewport is... Basically what I'm looking for is any comments/opinions/better ideas. Also any advice/links/tutorials on how to implement BSP trees into a game would be good. Another plus would be how to do scene culling with BSP. [Edited by - dbzprogrammer on August 9, 2005 11:12:42 PM]

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