I'm trying to put all my device configuration in a separate class from
my GameEngine class, but I'm not sure the best way to get the created
device back.
Currently I have a function that does the capatilities checking, creates the device and returns it.
Is there a way to pass a device variable reference to the function
instead of creating a whole new one in the function As opposed to
creating a device, returning it from the function then disposing it
when function call is done..
I'm not sure if I'm making sense here...

Passing a reference to a function?
Rick Qually
Yes, that is quite helpful.
Do you have any code snippets, of how you organize your components (Or mabye a design doc) I would be very interested to see how you structure your engine. I find the web sorely lacking on this type of information.
AFTIadmin
That's specific to some sample I was working on.
Are Effects just HLSL files
That's it. I just store a string to all the resources. This saves the duplication of resources and in turn memory usage.
What is the boundingRectangle for I would have thought it would be for a bounding box, but it is only 2d..
You can have bounding rectangles for 2d collision detection. Bounding Boxes is what you normally use for 3D. I just use the width and height in the bounding rectangles for each entity and their positions for collision tests.
I hope this helps.
Take care.
mtm_king
What I usually do is have a device manager. There are 2 objects that really use the device. My renderer which handles the rendering and the resource manager which handles the creation of resources. You don't really need to expose the device to any other objects.
I hope this helps.
Take care.
Dandan8752
Entity
RenderableEntity
Renderer
ResourceManager
Objects like the RenderableEntity can be greatly improved by adding an array of textures to support multiple textures per entity and alot more.
I hope this helps.
Take care.
Dan Green
Yes, thanks, that helps immensely!
What are the incx and incz members for
Are Effects just HLSL files
What is the boundingRectangle for I would have thought it would be for a bounding box, but it is only 2d..