mardi 29 août 2023

How do modern C++ developers assemble architectural elements for interactive 2D vector graphics apps [closed]

The emergence of C++20 instills confidence in the enduring use of C++ for Computer Graphics (CG) development. Within this context, a pertinent question arises: What represents the most auspicious approach to address the foundational architectural design when dealing with interactive 2D vector graphics, taking into account the contemporary features of C++? Furthermore, what constitutes the optimal practice for modern C++ developers when it comes to harmonizing elements such as Drawable primitives, Transformations, Animations, Component-Oriented Design, Entity Component System, Scene Graph, Canvas, Viewport, etc.?

I've been exploring various publications that cover the implementation of fundamental Design Patterns using C++ in a general context. Additionally, I've come across articles that delve into a wide array of topics related to the design of 3D game engines, with a strong emphasis on rendering techniques. These resources are notably comprehensive and offer practical insights.

However, I've noticed a scarcity of information that provides a deep understanding of the design patterns and underlying architecture specifically tailored for creating interactive 2D graphics using modern C++, just before the rendering stage.

I've also reached out with this question to several C++-dedicated groups. The responses have been limited so far. One particularly valuable insight I received pertains to the challenges associated with using an Entity-Component-System (ECS) architecture in C++, particularly due to the complexities involved in managing ownership relationships. Although the responses have been few, they are significant, given the specific focus of the topic.

The significance of this subject becomes even more pronounced in light of the advancements in C++ since C++11. These advancements have kept the language relevant and appealing for vector graphics tasks. They also encourage a reevaluation of the methodologies employed in the past. For instance, the adoption of ECS as a concept gained traction relatively recently and has undoubtedly influenced the approaches we take in design.

Aucun commentaire:

Enregistrer un commentaire