Classes -> Engine Design -> Again -> Crazy

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11 comments, last by Metus 21 years, 10 months ago
3D Game Engine Design teaches you how to design an engine about as well as your highschool algebra text. It nicely covers all the components that go into an engine, but unless you wade through the accompanying code, which isn't too great IMO, you won't come out understanding how a practical engine fits all those components together.

Just think of it this way, some of those classes you mentioned will only have one instance throughout your engine, and for those I'd use layering, your engine class has a display class, an audio class etc. On the other hand, some of your classes will be instantiated several times, e.g. your textures, meshes, etc. So you should have a class to hold those, a scene graph in the case of the mesh, maybe a texture manager in the case of the textures.

On the plus side, that book has a lot of algorithims for the many mathematical problems you face with 3D, lots of containment, collision, transformation, etc. routines and explanations to be had.

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- outRider -

[edited by - outRider on June 8, 2002 8:43:43 PM]
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well how does it comapare to Real-Time rendering and software techniques (the one with the Fly3d sdk) ?
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Supposedly "Programming Role-playing games with DirectX" is supposed to be a very good resource on both 2d and 3d engine design and goes through the whole process and helps you build a sample engine.

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