>but that's distinct from the overall windowing system, graphics state, etc. which would be stored in `World`.
That'd be pretty odd naming, usually 'World' would own all your game objects and scene, but have no relation to the windowing system or swap chain.
Regardless though, I wouldn't make the windowing system or swap chain or d3dcontext global either, I mean all of that is literally designed to be wrapped into some object. (Well, the window requires some trickery, but it's still prettier than a global handle in the end.) There's really no reason for a game to have actually global state, even if most games are only going to need one window.
That'd be pretty odd naming, usually 'World' would own all your game objects and scene, but have no relation to the windowing system or swap chain.
Regardless though, I wouldn't make the windowing system or swap chain or d3dcontext global either, I mean all of that is literally designed to be wrapped into some object. (Well, the window requires some trickery, but it's still prettier than a global handle in the end.) There's really no reason for a game to have actually global state, even if most games are only going to need one window.