I've been writing games as a hobby for about 25 years now, and in my day job I'm a LEad C++ developer writing realtime performance critical highly multithreaded code, however there is one thing I've always struggled with and that is how to separate the Rendering Code from the rest of the game code. It seems that lots of games books suggest that you should do it but they don't really explain how to do it.
For example, lets imagine you have a Command & Conquer style RTS game, internally you might have classes representing the terrain, objects on the terrain, units (Player, remote and/or AI) and bullets/rockets/lasers etc.
These classes contain all the information relating to the object, for example for a player unit you might have the units position, speed, health, waypoint list etc. You may also have rendering data too such as models\meshes, textures etc.
In this simple model (Which has worked fine for me for many years) you can have standard methods on the objects such as Update() and Draw(). It all works great.
The problem is, what if I want to port my DirectX game onto another platform that uses say OpenGL? My rendering code is so embedded into the game code that it'll be a major job to port it.
The books seem to suggest that you should have separate classes for your game objects and your rendering objects. So for example you might have a Unit class that supports an Update method, and a separate UnitRenderer class that supports the Draw class. Whilst this makes sense and would indeed make porting much easier, the problem is that the UnitRenderer would need to know so much about the internals of the Unit class that the Unit class would be forced to expose methods, attributes and data that we otherwise wouldn't want to expose from the Unit class. i.e. we might have a nice clean interface exposed from the Unit class that encapsulates the internal implementation and is sufficient for the rest of the game, but the need to expose internal information to the UnitRenderer means that your nice clean Unit class becomes a mess and exposes its internal implementation details to anything that can access the Unit class.
Plus of course there are performance implications of doing this.
How do people typically separate their games code from their Rendering code?
Thanks in advance
Ben