Category: Swift Engine

July 2, 2014

Generics in Swift for Entity-Component-Systems

I have revised the entity class and added a component getter that uses Swift generics to eliminate the need for type casting the result. This will lead to more concise code in most cases, and makes it less likely for us to make mistakes when using the engine to build a game.

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July 1, 2014

SpriteKit and Entity-Component-Systems Revisited

In my last post, I discussed how I made SpriteKit work with the Entity-Component-System approach to game development. I was not particularly pleased with my solution, so I have revisited it and come up with a slightly better way to integrate SpriteKit.

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June 25, 2014

SpriteKit and Entity-Component-Systems

In the Swift engine, I want to use Apple’s SpriteKit for rendering and physics to decrease development time and increase engine efficiency. Unfortunately, SpriteKit is not particularly well-suited to the ECS architecture. I had to come up with a solution that would allow me to leverage SpriteKit without breaking the ECS paradigm in the process.

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June 7, 2014

Hello, Swift

I’ve finished reimplementing the framework and a couple of the basic systems using Swift. I’m replacing my renderer, physics, and collisions with Sprite Kit, but I’m taking pains to make sure that I don’t break the entity component system paradigm.

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June 6, 2014

Swift

On Monday, Apple announced a new programming language called Swift. It will launch with iOS 8 and OS X Yosemite this fall. Although Swift and Objective-C can exist side-by-side in an app, it appears that Swift will eventually take the place of Objective-C in iPhone (and Mac) application development.

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