I am trying to develop a kind of graphics engine using OpenGL 4.3 and I am having difficulty designing it.

My goal is still simple: there is a set of values ​​(coordinates of vertices, textures, normals) and a graphic primitive is drawn on them, for example a square. I almost managed to design everything, but when it came to textures, I had to sculpt a lot of crutches, which indicates design errors. I myself can not create a good project plan for the implementation of such a conclusion and I would like to ask for help. Perhaps someone already made a thread like this graph engine and could advise how to break all this, how to create a hierarchy of inheritances. I will use the similarity of the engine graph as a simple API for creating banal games such as snake, sapper, chess and others.

PS A big request not to advise ready-made solutions such as units and the like.

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    You do everything right, the project plan will not help you in any way, and advice from others will only confuse you more. Continue to do further. Make a snake based on your library (let most methods not be implemented). So you will understand the requirements for such a library and the depth of the problems. And then from the top of your own experience you can watch implementations from others. Otherwise, you still will not understand, or you will find that you understand. - Alexey Obukhov
  • There is a rule 3. As long as you do not have 3 different games that use your engine, you really cannot call it the engine. So make a game with an eye on reusing parts of the code, then the second, and then select the engine as a separate entity. - Kromster
  • This is an interesting question, but, alas, too common for Stack Overflow - andreymal

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