@@ -33,11 +33,11 @@ <h1 id="design">Design</h1>
3333< p > Brenta-Engine is more positioned towards the "big-engine" category,
3434while my other game engine < a
3535href ="https://san7o.github.io/micro-engine.h/ "> micro-engine.h</ a > falls
36- on the other side. Here is an high level overview of the major classes
37- that are used in the engine:</ p >
36+ on the other side.</ p >
3837< figure >
39- < img src ="./brenta-picture.png " alt ="high-level-overview " />
40- < figcaption aria-hidden ="true "> high-level-overview</ figcaption >
38+ < img src ="./game-engine-architecture.png "
39+ alt ="game-engine-architecture " />
40+ < figcaption aria-hidden ="true "> game-engine-architecture</ figcaption >
4141</ figure >
4242< h2 id ="design-proces "> Design proces</ h2 >
4343< p > Brenta's development has been more iterative than meticulously
@@ -75,6 +75,12 @@ <h2 id="design-proces">Design proces</h2>
7575< img src ="./engine-and-os.png " alt ="engine-and-os " />
7676< figcaption aria-hidden ="true "> engine-and-os</ figcaption >
7777</ figure >
78+ < p > Here is an high level overview of the major classes that are used in
79+ the engine:</ p >
80+ < figure >
81+ < img src ="./brenta-picture.png " alt ="high-level-overview " />
82+ < figcaption aria-hidden ="true "> high-level-overview</ figcaption >
83+ </ figure >
7884< h2 id ="subsystems "> Subsystems</ h2 >
7985< p > One of the first architectural decision I made was the introduction
8086of the < code > Sybsystem</ code > . Brenta engine is divided in subsystems,
0 commit comments