Category: Objective-C Engine

March 10, 2014

Systems and Update Order

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.

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March 8, 2014

Frame-Based vs. Time-Based Game Loop

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.

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March 7, 2014

High Level Design: Systems

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.

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March 6, 2014

High Level Design: Entities and Components

Inside of each entity is a list of components that describe the entity. Each component is made up of a number of properties, and could be described as a list of mutable data. Components do not know anything about other components or types of components – they only keep track of their own data.

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March 5, 2014

High Level Design: The Engine Core and Scenes

Engine Core The engine core provides the starting point for all game functions. The engine core is primarily concerned with keeping track of the game’s state (in the form of scenes) and running the game loop.

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