The engine is divided into the following sections from the architecture:
Image rendering.
2. Simulation of physical effects.
3. Enter control.
4. Sound effect.
5. Network transmission.
6. Memory resource management.
7. File resource management.
[1] Image rendering is the largest technical content of the entire engine. Many large game engines have a good job in this area. Quake is a good example, saying that it is not polite, its code reflects the computer today The highest level of graphics development. Many advanced technologies are used to engage, create a virtual environment for players.
Today's image rendering prior to use two underlying graphics processing libraries, one is a famous OpenGL, and the other is mircosoft's DirectXGraphics. They constitute two independent camps, in addition to this, no graphics library can be with them More than the shoulder.
These two graphics libraries are now in development, and they are familiar and infed. But they can be sure that they have played their own advantages in the field of game design, and there are many cases. For example, Quake is OpenGL, FIFA Used DirectXGraphics, and CS is the two interfaces that provide OpenGL and DirectX simultaneously to the application layer.
(Fail)