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9.3

Game design and loop

Asked by epsilon777 in 3D Game Programming, OpenGL Graphics & Game Programming, C++ Programming Language

Tags: Game design and loop

Hello everybody!!

A question of design:
I still have a library for managing a game of solitaire, this game is created using a factory... so for the moment my game of solitaire is played using the console (waooow!!) My goal is to add a 3D layer using a 3D engine (i may use irrlicht)
My problem is this one th main program for my game of card is such as this:


    IFactorySolitaire& fact = * new BaseFactorySolitaire ( );
    IGame& g = fact.getNewGame ( );
    g.init ( );
    g.run ( );


The factory creates the elements of the solitaire game, i will have to specialize my elements adding the 3D layer and change of factory to give the game created the specialized elements (i hope it s clear, anyway i think it is the factory pattern, used with pac amodeus model)



The run is a loop getting commands and executing them (that is a very newbie approach but i hope i will have a little bit of success with it) so many 3D engine or even opengl to render the scene is done also by an infinite loop so this is the problem
With these two loops the only solution is to create one thread, one for the rendering loop, or one for the game loop...
Is my design too stupid? does anybody encontered such problems?any idea to improve the design?

Thanks
[+][-]08/31/09 04:09 PM, ID: 25227339Accepted Solution

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Zones: 3D Game Programming, OpenGL Graphics & Game Programming, C++ Programming Language
Tags: Game design and loop
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Solution Provided By: cup
Participating Experts: 2
Solution Grade: A
 
[+][-]08/31/09 11:53 PM, ID: 25229060Assisted Solution

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