
I'm trying to figure out how this would be less than optimal? I've seen a lot of tutorials using a Singleton as the main 'Engine' class for an application however I've read that this is less than optimal. I can see the renderer running on one thread and the logic/physic simulations on the other one. Tegra2 based mobile phones will be released in Q1 2011 and they will have a dual core 1,5ghz chip. Mainly to get the most out of future mobile hardware and consoles. Why does it need to be multithreaded? (In other words, how do you see threads being used?) What language(s) do you want to support?Ĭ++, perhaps a scripting language but that can be added without problems later. I want a central toolchain for these platforms, and the reason why I want to build the basic version myself is so that I have intimate knowledge on how it is built. As a first version I'm just looking to implement the basics for mobile and OpenGL ES based devices but want to be able to implement other renderers and such if needed. I will implement a separate renderer for OpenGL ES 1.x and 2.0.

I am aware that you need access to official devkits that is not a problem. What platforms do you want to support?Ī great deal of mobile devices and tablets that run OpenGL ES, PSP, 3DS (When its released), Xbox360 and PS3.
