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My First attempt ant creating a 3D aplication after spending a few months learning OpenGL, aslo using some new oop thecniuques to make finding stuf in the code easier

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Physics_sim

Engine is a renderer/physics component; it does not create a window, poll events, or swap buffers. The host application owns the OpenGL context and drives the engine, so it can use GLFW, Qt, or an ImGui host:

  1. Create and activate an OpenGL 3.3 context, then initialize GLAD.
  2. Call Engine::initialize() once while that context is current.
  3. Add model files with addStaticModel, addDynamicModel, and addLight. The engine loads all meshes in the selected glTF scene, applies node transforms, and caches loaded model data. Mesh-level methods are also available for custom procedural assets.
  4. Each frame, translate the host's keyboard state to Engine::CameraInput, call handleKeyboardInput, update(deltaTime), and render(width, height).
  5. Draw the GUI after render, then let the host swap/present its buffers.

src/main.cpp is the GLFW example host and contains the sample game's asset setup and spawn-key bindings. A Qt host can use the same engine calls from its QOpenGLWidget lifecycle without adopting the sample application's GLFW loop.

About

My First attempt ant creating a 3D aplication after spending a few months learning OpenGL, aslo using some new oop thecniuques to make finding stuf in the code easier

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