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The Core s Internal Structure This section will give an overview of how the core works. The classes mentioned here will be described in more detail later. The virtual world consists of three cornerstone classes: the static object, the moving object, and the virtual world. These classes make a generic abstract representation of a virtual world. Figure 12-1 shows the vital classes and the relationship between them. Figure 12-1 The vital virtual world classes The 3D engine, on the other hand, takes care of the rendering. The cornerstone classes in this subsystem are the various cameras and the polyhedron classes. The only similarity between these two systems is that each virtual object has a polyhedron instance that can be rendered by the 3D engine. A gimped version (in which large parts have been removed for the sake of clarity) of the polyhedron instance class was described in Chapter 11, Into the Third Dimension. Figure 12-2 shows the vital classes in the 3D engine and the relationship between them. Figure 12-2 The vital classes in the 3D engine Understanding the Virtual World in the Core The class that simulates the virtual world is fWorld. It works pretty much as a container for all the objects. The objects that reside in the world are the actual building blocks, and without them there wouldn t be much to simulate except an empty space. The mother of all objects is fObject, which is a static object that once inserted into the world will remain there until removed. A direct extension of this class is fMovingObject, which has the ability to change position and angle. These two classes divide all new objects into two branches: moving and static objects. The world runs in discrete time intervals. In one time interval a set of actions is taken in certain precise order, as in a board game. Because time is of the essence, a great deal of attention was paid to make sure that it is simulated properly. Here is a light description of what takes place in the core during each time interval.

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