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figgy

what is/biggest/hardest/problem/pros have ever come across?

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Ok guys/gals, simple question, all you pros out there. What is the hardest part you have come across in writing a half decent 3D engine. Oh yeh, must add, using Direct3d. Maybe i should ask, what is the hardest part of writing a directx 3D engine. Has anybody wriiten an engine in directX and suddenly decided opengl would be easier/better, i don''t know!! Give us your thoughts figgy

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Either than or getting it to work.

Never cross the thin line between bravery and stupidity.

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Ehh, for 2D programming DirectDraw (only up to Dx7 though...sad), is probably the best API out there, if you like fiddlin'' directly with the hardware/vidmem that is. I know I do.
As far as 3D, after comparing D3D (dx8) and OpenGL as candidates for my renderer (in my engine...), I decided that OpenGL would definetly be implemented first. Why? Just looking at the mere number of constants and interfaces (millions and millions) in D3D, I started to cry, thinking I would spend more time figuring out how to rotate a polygon in D3D, than optimizing the over-all design of the engine. OpenGL, on the other hand, provides a nice, logical and clean design. I learnt the basics in 3 days (no kidding). Almost too easy. Do not get me wrong, I will implements D3D later, when the over-all design has reached a satisfactory level.

// Mario

"Use the force, read the source"
- Anonymous

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