Before writing a single line of OpenGL code, we need to understand what we are building and why. An engine is not a
rendering demo. It is not a collection of random utilities. It is a
This article defines the architectural mindset that will guide the entire series.
In the context of small games and simulations, understanding the distinction between libraries, frameworks, and engines is crucial.
For small games and physics simulations, the engine must be
Because the goal is
This series is about
We target:
This means:
We focus on
Every subsystem must be isolated:
No subsystem should “know too much” about another. This prevents tight coupling and makes the engine maintainable.
Physics simulations require reproducibility:
Determinism is a design constraint, not an afterthought.
Engine modules should be testable without a GPU or window:
This requires clean separation between logic and platform.
The engine must be:
This is achieved through:
Rendering does not handle physics. Physics does not handle input. Input does not handle resources.
Each module has a
Responsible for:
This layer isolates OS specific details.
Responsible for:
The renderer is
Responsible for:
Simulation is deterministic and independent of rendering.
Responsible for:
This layer prevents duplication and ensures consistency.
Optional but useful:
Tools improve development workflow.
An engine is a collection of systems that:
This mindset prevents spaghetti architecture.
The engine must evolve:
Design choices must anticipate future growth.
Tight coupling kills engines. We avoid:
Instead, we use:
We don’t go full ECS here, but we adopt:
This improves performance and clarity.
By the end of the series, we will have:
Everything will be:
This is not a toy — it is a