Overall structure

The Dry engine compiles into one library. Conceptually it consists of several "sublibraries" that represent different subsystems or functionality. Each of these resides in a subdirectory under the Source/Dry directory:

Execution context

The heart of Dry is the Context object, which must always be created as the first in a Dry application, and deleted last. All "important" objects that derive from the Object base class, such as scene nodes, resources like textures and models, and the subsystems themselves require Context pointer in their constructor. This avoids both the singleton pattern for subsystems, or having to pass around several objects into constructors.

The Context provides the following functionality (described in detail on their own pages):

Third-party libraries

The third-party libraries used by Dry and their purposes are: