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Early design considerations

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I am in an early (research) stage of writing an engine. It will be in 3D. So the question of an API comes up. I am thinking about implementing a switchable renderer, so that it would be possible to have a Direct3D and an OpenGL renderer later. Just wanted to know if anyone would drop some thoughts on that? As far as what to keep in the main engine code, how to create good renderer abstraction... Also... any thoughts on dll''s versus static linking, etc... Just general ideas on how moudular is modular enough but not TOO modular... Is there any point of sticking with D3D and wrapping it in a class? etc... -------------------------- - Alexey. (IGD = Independent Game Developer)

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