/[adonthell]/doc/architecture/edesign.tex
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revision 1.2 by ksterker, Sat Feb 22 11:27:05 2003 UTC revision 1.3 by ksterker, Sat Oct 30 13:13:02 2004 UTC
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1  \section{Engine Architecture}  \section{Python Module}
2  \thispagestyle{empty}  \thispagestyle{empty}
3    
4  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++}
5    \subsection{C++ to Python}
6    
7    \section{Event Module}
8    \thispagestyle{empty}
9    
10    \subsection{Event Handling}
11    \subsection{Time Events}
12    
13    \section{Map module}
14  \subsection{Maps and Views}  \subsection{Maps and Views}
15    
16  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.) \\

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