Engine Diagram
latest update: June 2012

The simplified diagram illustrates the flow of data. In addition, the diagram shows how modules can intervene into the scenes by managing the dynamic objects, through creation/deletion of objects and stickers to change parameters. Event handlers receive and send (delayed) messages to other objects. Different event handlers can be assigned to each object managed by the scene manager. Unless otherwise indicated, the object parameters are updated by the scheduler at regular intervals via an event handler.

The engine enables all objects from a software renderer to be displayed. Planes and polygon models are rendered by a rasterizer, whereas the terrain and detailed objects are created by a voxel surface raycaster. The color and brightness of the pixel is calculated in the last step by analyzing the color, normals, and depth buffer parameters.

The resource manager takes over control of the resources used by all scenes and prevents multiple loading of files. In addition, each resource possesses a usage counter ensuring unused resources can be identified and unloaded.




voxel game engine