Separate parts of a game engine [on hold]

Posted by user272716 on Game Development See other posts from Game Development or by user272716
Published on 2014-05-30T21:51:59Z Indexed on 2014/05/31 3:56 UTC
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I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up:

  • Do I have to separate input/update functions from draw functions in different threads?
  • Is there only one proper way to think a game engine/loop?
  • What kind of assets should I use to create a 3D game using openGl ES to get better performance?

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