Summary
This chapter has moved away from the typical minimal examples, and has given you deeper insights to a possible game architecture. As always, keep in mind that we have chosen one of many design options—not every game needs a scene graph, sometimes a list of entities is enough.
In the next chapter you can expect information about handling both input events and real-time state of the keyboard and mouse. Also, you will learn about command systems to deliver input to game entities as well as dynamic key binding mechanisms, which allow you to configure the set of controls of a game in runtime.