I'll trade ya, I wrote up the first instance of the actual game engine last night just to realize that I forgot to include object culling and position proper rendering . On top of that, I forogot to add support into my object queue for node movement . Oh well, its only about a day or two's worth of work to clean up my mistakes.

Course then comes the hard part, moving from completely software rendering into hardware support for rendering . Luckily nothing in my engine knows how to actually draw itself, it calls display methods to handle that... Just have to make DirectX, OpenGL, and GDI all work the same. If I can't then I'll have to drop the idea of letting the user select the rendering device and force DirectX for the time being.