The integration with DXUT is now complete and I can say I’m pretty happy to have all that well built infrastructure in my fingertips. A stack-based game states management system was also coded into the engine and everything is nice and clean by using the three interfaces I’m always using (Renderable, Dynamic, Inputable). Device control, Timers and such are all part of DXUT. Of course I’ve made the engine’s core a static singleton so there is immediate access to the graphics device, time and input from wherever in the project which makes things so much more tidy and easy.
What remains for the core part of the engine to be complete are the implementation of the input functionality into the engine’s core. The interfaces are there so in theory the input is there too but there is no way to gain the devices status yet. Once the core part is complete, I’m moving up to the base and to the scenegraph, which is of course a straight implementation of the scenegraph I’m describing in my paper and shouldn’t take more than a couple of hours to code in. There is the camera. DXUT includes ready to use camera functionality which I’m probably going to use.