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crancran

Game Engine Architecture Overview

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I recently stumbled onto this article and have a few questions:
http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/

It seems that Engine Framework is using these Universal Scene (UScene) and Universal Object (UObject) concepts to loosely couple objects that are maintained by each of the systems of the engine so that data can be easily shared/exchanged in some fashion. At one point in the article, the following paragraph is mentioned in 3.1.2:

Another thing to point out is that the universal scene and universal object are responsible for registering all their extensions with the state manager so that the extensions will get notified of changes made by other extensions (ie: other systems). An example would be the graphics extension being registered to receive notification of position and orientation changes made by the physics extension.[/quote]

I cannot seem to visualize exactly how the above along with the comments in 5.2.1, 5.2.2, and 5.2.3 all correlate to handling the inter-system communication. It seems somehow the UScene/UObject get extended by the objects maintained inside the systems.

Anyone have any idea how that relationship looks?

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