vendredi 25 août 2023

Interactive 2D vector graphics design patterns for modern C++ [closed]

C++20 gives confidence that the graphics will continue to be mainly done with C++. In this regard, the following question appears to be topical: What is a good source of materials to read/watch about approaches to the basic architecture and design patterns for interactive 2D vector graphics using modern C++? You know, about all sorts of Component-Oriented Design, Entity Component System, Scene Graph, Canvas, Viewports and all that?

What I managed to find is a Cherno's channel on his Hazel game engine. It's good, however is not specific to the basics of architecture as it tries to grasp a very wide range of aspects concerning game engines that require more attention than design patterns in the context of the channel's purpose. There's also a very nice channel by Douglas Schmidt on Design Patterns by Example with C++. It is very comprehensive and practical. And again, there's no much that can give understanding about the design patterns and basic architecture used specifically for interactive graphics where years of experience have already resulted in lots of conventional approaches to the code base.

The question arises also for the reason that advancements in C++ since C++11 make this language still very desirable in the context of vector graphics while motivating to revise the approaches used in the past.

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