• Register

Gamebryo engine (Bethesda's branch) reimplementation based on OpenMW and id Tech 4 sources

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS SugarBombEngine Architecture Graph (SbClientApp; Revision 1) (view original)
SugarBombEngine Architecture Graph (SbClientApp; Revision 1)
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

The following graph showcases how the SbClientApp and other client-side modules will work together. Some details are omitted for now. The design model is pretty similar to the Gamebryo approach, except that it does instantiate a bit more parts here (like scene) while we currently only init sound, input, ui and renderer modules. Then the game-specific app code derives from the SbClientApp class and inits the rest what it needs (the game framework in F3GOATY's case). UI events will also be processed here (this will help to keep the SbSystem module completely decoupled from the userspace code)
The main advantage of this approach is that it allows developers to reuse the whole SbClientApp framework for the engine's toolset apps creation