This is the first of a series of articles which intend to document the PATRIA 3D engine, an OpenGL based framework I have developed during the last 2 years with my Team, the Team Novasoft.
The engine was born by an idea I kept in my mind since years and that I was able to put in practice in the development of our first game using this engine, Fantasy Racing.
Our engine is not ever near the flexibility of holy monsters such as UDK or Unity but it is ours, it served a lot to build our own experience and it is flexible enough for our needs.
In particular, the engine aims to be 100% cross platform on at least the following platforms:
– IOS
– Android (2,3, and ICS)
– Windows
– MAC
– Linux
The engine is completely written in pure C language with no additional libraries than standard memory manager and i/o routines (for desktop versions).
The usage of a pure C solution gave to me the ability to compile the engine on a multitude of systems and architectures and therefore make the engine itself portable on different platforms.
The PATRIA 3D engine offers the ability to be integrated "as it is" on any supported platform thanks to the development of a compatibility "interface" layer which covers all the language-environment specific interfaces.
The main idea behind the PATRIA3D Engine development was to create as much possible a portable engine not linked to any specific technology except than OpenGL, standard memory libraries and I/O libraries. This represents the core of the engine.
The engine does not talk directly to the HW obviously, for obvious reasons the dialog with the HW occurs using the different drivers of the extensions we need to use, one example for all, the OpenGL driver.
TBC