Separate parts of a game engine [on hold]
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Published on 2014-05-30T21:51:59Z
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2014/05/31
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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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