Creating a 3D Game Engine (Part 10)
The demo is starting to shape up now, with texture mapping and some simple lighting (ambient and directional). To be fair, I’m not sure if I would really call this an “engine” quite yet. It’s still very much a bare-bones, hard-coded demo done in DirectX 11. But once I can get the features working, then I can properly abstract and generalize the functionality. I have plans to start implementing keyboard and mouse controls (probably using DirectInput) and then a simple camera system so I can move around in the space. I’d also like to get a model importer up and running, but I expect this to take some more time. Stay tuned.