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    Arrow Structure and Design

    Ok, well for the last two days i've been trying to put together the beginnings of my own library, which i hope can then be developed into an engine. It uses SDL and openGL, atm im just dealing with the design structure and the easy(er) sections camera and input. I was hoping if you all could give me some hints and such.

    The plan i got atm:
    I want to keep everything as modular as possible, with each what i've just started calling devices((input, camera,renderer etc..) dunno if its really the right word but a well =]) So what i've started implementing is a device manager which is used to fetch and post events to the device. I was thinking of having some sort of Event stack or queue, to post and fetch from. With a property that tells if there is any events to be fetched. This is to be implemented via an interface.

    EDIT:
    Also now i was thinking of using an observer pattern in the input class to notify when there is an event. This is so i don't have to keep checking if there is input, so the input device will let me know when there is input to handle. I'm also going to make the device interface a generic interface, since each implementation of the interface is most likely going to be using a different type.

    So far the camera device isn't looking to bad, i've just kept it simple for now; still trying to organize the input device.

    So its this an OK route to take? I fear i might be over complicating things, in theory i think its going to be good, but what do you guys think?
    Last edited by MuteClown; 22-03-2011 at 07:07 PM.

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