I am currently studying the game development.
“The rendering engine generates animated 3D graphics by any of a number of methods (rasterization, ray-tracing etc.).
Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D, OpenGL, or Vulkan which provide a software abstraction of the graphics processing unit (GPU). Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards.” – Game Engine
“A geometric modeling kernel is a 3D solid modeling software component used in computer-aided design packages” Geometric Modeling Kernel
I am struggling to understand an underlying architecture of a geometric modeling kernels compared to the game engines and physics engines.
1) Am I understand it correctly, that the geometric modeling kernels, are actually the low-level APIs, more specifically, a kernel loadable extensions, used specifically to handle the rendering of a geometric operations, like creating a boundary representation of an objects on the screen?
2) Am I understand correctly, that the geometric modeling kernels, like
Parasolid are continuing to use it’s own low-level modules, instead of OpenCL/OpenGL, or they are kind of mixed?
3) What is the architecture of the Physics Engine, in terms of an APIs. Is it using the OpenGL or other derived low-level graphics APIs? Let’s say,
Havoc, is it relying on other low-level API, say Direct3D?