March 14, 2014
The Physical System
At this point, we have a solid framework, an engine core to kick off the game loop, and a sprite system to render and animate graphics. The next step is to make our entities mobile.
iPhone Application Development
March 14, 2014
At this point, we have a solid framework, an engine core to kick off the game loop, and a sprite system to render and animate graphics. The next step is to make our entities mobile.
March 11, 2014
Now that the ECS framework is in place, I will begin implementing some basic systems to use in a game. These systems will include everything necessary to create a simple game, handling input, physics, collisions, and rendering. A developer may choose to implement his own systems if greater complexity or different behavior is required.
March 10, 2014
When creating a game loop, the order of operations is important. In many engines, it is easy to specify this order because the engine knows about all of its systems. In this engine, however, the engine core knows nothing of its systems.
March 8, 2014
Before we start building, we need to consider how to tackle the game loop. In general, the game loop advances gameplay elements and renders the game world as often as it can. However, there are a number of approaches to the game loop that must be considered first.
March 7, 2014
The final pieces of the Entity Component model is systems. Entities are separated out into components, and components are plain old data (POD) classes; systems are where all the game logic happens.