This repository has been archived by the owner on Jul 31, 2018. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
Home
sirwolfgang edited this page Jan 20, 2013
·
3 revisions
The FTL Engine can be thought of as being comprised of 5 main sections. Each section is responsible for containing wrapped functionally in order to minimize cost of change in both development and deployment aspects. These sections can/may be split should a need for extra modularity present itself.
- Platform - Provides general layer between the application and any OS or lower level support
- Graphics - This section wraps the graphics API and provides a clean/easy interface for the engine to utilize.
- Core - This is the core functionality of the game engine and will provide all non game specific functionality
- Executable - This is the entry point of the game execution.
At this time the engine is being developed with the focused target of Windows 8 using DirectX 11.0 on x64 Intel Architecture, but all the code should be handled in such a way that porting to another platform should not require complete system overhauls.
Outside these main engine sections, there are development support utility that consist of: