Summary
In this chapter, the fundamental elements of a graphics rendering engine were explored. It was a whirlwind introduction to numerous concepts that will be thrashed out in later chapters but was essential to gaining an overview of how to move our coding structure forward.
We began by looking at the complexities of the main game loop and the many processes an object moves through to be updated and drawn. Using this knowledge, we then added component functionality to the objects in our project to ready them for the expansion of the engine we are developing. In addition, we also explored how time is an essential controlling component of the main loop and added this practicality to the code base. There was more programming in this chapter than mathematics, but again, a lot of it was laying down a good base on which to build our mathematics functionality.
In the next chapter, we will add functionality to our application that will cater to user input through the integration...