Hello there,
Here’s where you’re supposed to find out about all the features of Dreamer Game Engine. But before that, I’d like to talk about the principles that governed the project’s development.
First of all, this is not a commercial application, it has no deadlines, finite budget or forced releases - I started developing it as a hobby, and it has mostly an educational purpose.
The application design was thought so I could keep the code as clean as possible. Each feature was carefully integrated in the engine so there wouldn’t be any hacks whenever I would want to extend it to other uses.
Due to it’s educational purpose, I wanted to take my time and thoroughly understand various rendering/ai/pathfinding concepts, and picking technologies like DirectX 11 allowed me more freedom of expression without having to resort to weird approaches like rendering depth in the color channel in DirectX 9 in order to implement shadows.
I also took some time designing the application in a modular way. Each time I started a new module I took extra time to assure that it would be implemented in the most optimum way possible.
So basically in this section i will talk about all the key points of the engine and the chosen implementation with consideration to the coding style:
* shared pointers
* functors