
Chapter 5
Practical Matters
5.1 Engine Design and Architecture
I mentioned previously that the low-level D3D11 code for a simple appli-
cation can be enormous. You definitely want to wrap much of the execution
code that is common to applications. In this section, I discuss a simple appli-
cation that uses the Windows API for window creation, event handling, and
window destruction. The application also uses the DirectX API for D3D11 ob-
ject creation, handling, and destruction. The idea is to show how everything
fits together without hiding the internal mechanics. Although the argument
is for the encapsulation of the components in a graphics engine, this ...