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Author Topic: Decoupled Engine Architecture  (Read 2188 times)

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e_barroga

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Decoupled Engine Architecture
« on: July 25, 2010, 12:02:34 pm »
I am trying to develop an engine with a very decoupled architecture. This way, in the future I can easily replace the graphics component, input component, audio component, etc. easily.

The problem is that SFML's graphics and input seem to be closely coupled together.

Any ideas?

Nexus

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Re: Decoupled Engine Architecture
« Reply #1 on: July 25, 2010, 01:24:07 pm »
Quote from: "e_barroga"
The problem is that SFML's graphics and input seem to be closely coupled together.
Could you explain that in detail? I don't see why events/realtime input or graphics depend on each other.

Do you have an example?
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Laurent

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Decoupled Engine Architecture
« Reply #2 on: July 25, 2010, 01:36:00 pm »
Quote
The problem is that SFML's graphics and input seem to be closely coupled together

No they are not ;)

Input is coupled with windows, which is perfectly normal because SFML provides window-based inputs, not global ones (ie. if you press a key, only the current focused window will receive the event).

I don't think it's a problem to separate graphics and input (well, windowing stuff) with SFML.
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Recruit0

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Decoupled Engine Architecture
« Reply #3 on: July 26, 2010, 10:56:47 pm »
I'm developing cpGUI and I haven't had any problems encapsulating media functionality (SFML).