in or managed by my Cb3dEngine class. My Engine class contained: A SoundSystem class, which managed my sounds and music classes. A pointer to a ViewportSet class, which in turn contained: A series of pointers to Viewport classes, which in turn contained: A series of pointers to renderable objects (meshes, text, sprites? A series of lights A ParticleSystem class, which contained all of the particle emitters, particle textures, animations, etc. A Keyboard, Mouse, and Joystick class It seemed to be fine. My initialization could be extremely short, allowing me to develop DirectX applications very quickly. For instance, my initialization could have looked like this: InitSettings.UpdateFrame = MainLoop; //app-defined main loopInitSettings.KeyHandler = KeyHandler; //app-defined handler functionsInitSettings.MouseHandler = MouseHandler;InitSettings.Hinst = hInst;InitSettings.Windowed = true;InitSettings.Width = 640;InitSettings.Height = 480;Cb3dEngine* g_pB3DEngine = new Cb3dEngine;g_pB3DEngine-*Initialize(InitSettings);Cb3dViewportSet* MainSet = new Cb3dViewportSet();g_pB3DEngine-*SetViewportSet(MainSet);Cb3dMilkshapeMesh* msm = new Cb3dMilkshapeMesh("mesh.txt");Cb3dMeshObject* msmObject = new Cb3dMeshObject(msm);msmObject-*MyCoords.SetPosition(D3DXVECTOR3(0,0,220));MainSet-*ViewportByNumber(0)-*AddObject(msmObject);D3DLIGHT8 Light;ZeroMemory((void*)&Light, sizeof(D3DLIGHT8));Light.Type = D3DLIGHT_DIRECTIONAL;Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = 1.0f;Light.Specular.r = Light.Specular.g = Light.Specular.b = 1.0f;Light.Ambient.r = Light.Ambient.g = Light.Ambient.b = 0.3f;Light.Direction = D3DXVECTOR3(1,0,0);MainSet-*ViewportByNumber(0)-*AddLight(&Light);g_pB3DEngine-*Run();Just like that, I was up and running in a 640x480 windows DirectX application with a keyboard and a mouse and a Milkshape mesh all ready to go, lit by my one light. Everything was wonderful, except that somehow some of my objects were not getting destroyed dur...