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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:

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