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\section{Engine Architecture} |
\section{Python Module} |
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Now that we have an overview of Adonthell's architecture, we will look at select parts of the engine in more detail. |
\subsection{Python to C++} |
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\subsection{C++ to Python} |
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\section{Event Module} |
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\subsection{Event Handling} |
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\subsection{Time Events} |
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\section{Map module} |
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\subsection{Maps and Views} |
\subsection{Maps and Views} |
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One prominent component of the engine is the renderer. It produces the graphical representation of a scene, and that about 40 times per second. (A new scene -- or internal engine state -- is computed about 75 times per second, btw.) \\ |
One prominent component of the engine is the renderer. It produces the graphical representation of a scene, and that about 40 times per second. (A new scene -- or internal engine state -- is computed about 75 times per second, btw.) \\ |