My nightmare, unfortunately, had become true! We need to implement JP's Renderer Framework to our Game Engine to make our engine able to draw 3D! This is really a bad nightmare. I had spent this whole weekend discussing with Cody how to complete this assignment. There are a lot of questions and confusion in merging these two projects.
In our Renderer Framework, we have
- a scene (the world) which holds all entities in the world, camera and light
- a entity which holds the mesh file it should use and the material
- a material which holds effect and the texture it should use
- a effect which holds the techniques and expected texture
then in our Game Engine, we have (well, at least me)
- a world which holds all entities in the world
- a renderer which holds the information of each renderable object (size, texture, ... )
The questions are who should handle the renderer data (meshes, materials, fragment shaders, vertex shaders)? If it is Renderer Framework (I renamed it RendererEngine), then how the collision system in GameEngine know about the mesh? If it is the entity system in GameEngine, then how to pass the data to RendererEngine?
I am not planning to merge the Renderer Framework into my GameEngine. Instead I am going to keep it as an individual engine within my solution. I feel this is the best way to keep the structure neat. Besides, the GameEngine doesn't need to know how the object will be drawn.
After a long discussion and hard work, I kind of know how I should implement it and understand the direction Cody gave me. Still, this is not a week assignment! I asked Shane for an extension and he just told me he will consider it. Hope next week more people are asking for extension. (I believe I am the first doing this assignment).
In our Renderer Framework, we have
- a scene (the world) which holds all entities in the world, camera and light
- a entity which holds the mesh file it should use and the material
- a material which holds effect and the texture it should use
- a effect which holds the techniques and expected texture
then in our Game Engine, we have (well, at least me)
- a world which holds all entities in the world
- a renderer which holds the information of each renderable object (size, texture, ... )
The questions are who should handle the renderer data (meshes, materials, fragment shaders, vertex shaders)? If it is Renderer Framework (I renamed it RendererEngine), then how the collision system in GameEngine know about the mesh? If it is the entity system in GameEngine, then how to pass the data to RendererEngine?
I am not planning to merge the Renderer Framework into my GameEngine. Instead I am going to keep it as an individual engine within my solution. I feel this is the best way to keep the structure neat. Besides, the GameEngine doesn't need to know how the object will be drawn.
After a long discussion and hard work, I kind of know how I should implement it and understand the direction Cody gave me. Still, this is not a week assignment! I asked Shane for an extension and he just told me he will consider it. Hope next week more people are asking for extension. (I believe I am the first doing this assignment).
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