Creating a 3D Game Engine (Part 11)
Though the above video might not seem like an overly impressive jump from the last, there’s actually a ton of work behind it. The new additions include a node-based scene graph hierarchy, more robust math libraries, and keyboard control using DirectInput. Plus, I’ve tried to abstract as much as I can into modular classes and remove the hard-coded hacks I had in there. Finally I hid away the Windows stuff into it’s own class so clients just need to create a normal main() function and can launch the window from there (removing much of the nasty Win32 looking code from sight).
Here is an example of launching an empty window with the engine:
int main(){ Engine& engine = Engine::get(); engine.create(1280, 720); while (engine.loop()){ if (engine.control.keyPressed(KEY_ESCAPE)) break; } engine.destroy(); return 0; }
All in all a vast improvement even if the graphics aren’t too pretty yet (we’ll get there). Coming up next I want to build a 3rd person free camera to navigate around.