Engine design, components, and Papervision3D

So I just got finished implementing components to replace my inheritance based entity system. Getting used to factories and pooling has been a bit of a battle, but I feel as though I’m ready to start actual game production. My engine has fake lighting, which adds another draw call, and it slows things down a bit. Typically you can get away with 1000-1500 triangles in a Papervision3D scene without worrying about the CPU melting, but I’ve limited my game scenes to around 500 triangles, which is 250 quads or 40-ish cubes.

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