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Cybertron

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About Cybertron

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  1. 3D graphics take triangles and transform them from 3D space (using matricies) into screen space (2D) and renders them as pixels. It applies lighting, texturing and blending effects. Doing this in software is very slow. Graphics cards have specialized processors that process many pixels in parallel and have high speed RAM for textures and geometry. A general purpose CPU needs a lot of overhead to store the program in memory and do logic but separate hardware is hardcoded to do it very efficiently.
  2. No, this isn't about arguing about which style is better, I want to decide for myself the best way to orginize code for a game or any program. So just make creative suggestions Currently I put everything into separate classes. There is only one instance of most classes at any one time. The 'main' classes are crated by WinMain() and are stored as global variables which the other classes access (like graphics). The Direct3D startup/manager is very well suited to plain C. I like to use lots of arrays of structures to store all the data. Loops go through and update everything. I am sure it would be better if they had their own class the C++ way. Clearly I am not using any features of C++ other then a convinient way to organize code. How do C only and C++ games do it? Can I use both at once?
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