![]() ![]() It is deliberately basic, and looks a lot like what you might put together from a first basic proof-of-concept program while you're first learning how to interface with OpenGL, or replicating a NeHe or LazyFoo tutorial. The first iteration at engine architecting I named "Alphonse". So, sit back and pour a cold one while I attempt to recreate the article that (I fear) at this point may very well be lost to the digital sands of unarchived internet history-warts, jorts, and all. So, I thought interesting to revisit the trajectory of increasing-complexity game engine designs I grew through, and point out a few of the more interesting fallacies. I've done a lot of development since then, and learned a lot about what works what doesn't and what "real" (modern, AAA) engines look like "under the hood". Much to my surprise, I did rediscover the diagrams I created. One of the more interesting articles I wrote up on that forum, which I've looked for (to no avail) on the Internet Archive / Wayback Machine, reviewed a brief summary of game engine architecture approaches, from the super-elementary starter engine structure up to something approaching what I thought the professional stuff might look like. It was a formative time in my development trajectory, when I was full of (not entirely well-advised) ideas of writing entire game engines from scratch. Once upon a time, many years ago in the grad school days of 2010, I frequented a forum for Mac game developers ("iDevGames") that still has an active website ( ) and even (given that it's 2022) a Discord channel. ![]()
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