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Certainly you could just wrap your D3D usage up into a namespace containing free functions and that would be fine. It's not wrong, per se, but it does have limitations. D3D is inherently object-based, and those objects store state. By hiding it behind a free-function fa├žade you'd actually remove flexibility (you could create more D3D devices but you can't ...


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Game engines often provide an interface for their renderer. This hides specific implementations for Direct3D/OpenGL/GCM render code. The main advantage to this is that you can have classes/wrappers for each graphics API but you only ever use the same renderer interface regardless of the target platform. Classes are generally used for their polymorphism ...


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I'm not sure if this is new since the answers in 2012, but Unity actually does have support for timeline control via the (Legacy) Animation Editor. Although this feature is intended mainly for animating object parameters with curves, it includes the ability to trigger scripts on Animation Events. These scripts could drive your graphics and audio.



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