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Ongine is a game engine that has been designed for performance and quality. Time is not an issue currently. There are 3 licenses available. Free - Has all of the engine features BUT can't be used for professional use. Plus - Has all of the features of Free and more including publishing availability. Pro Has all of the features of Plus including custom splash screen.

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The Graphics Module


Hi. In this article we will be talking about the Graphics Module. Firstly, what is the Graphics Module used for? The Graphics Module does what it's name states. Process and manage Graphics. The Graphics Module contains 4 Sub Modules named OpenGL and OpenGL ES, Vulkan, Direct3D and Metal. These are graphics API's. If you want to learn what a graphics API is search if up on google and stop being lazy. Back to the Graphics Module, it manages the core graphics concepts into one namespace (C++, C#). The core graphics concepts are as states:

1. Vertex Buffers

2. Frame Buffers

3. Context Management

etc etc...

These concepts are important for runtime as you would expect. The module is loaded at runtime by the ComponentManager class in the OngineComponents namespace (C++, C#) or in Java terms, the com;ohnstudios.ongine.components package.

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