April 5, 2014

Placeholder Art Assets

I’ve added placeholder art assets to the repository, courtesy of kenney.nl, so you should be able to check out the code and immediately compile and run. I’m intending to work on spatial partitioning soon.

Check out the repository and let me know how it works for you!

Posted by Luke Godfrey

Luke Godfrey is a graduate student at the University of Arkansas, pursuing a PhD in Computer Science. He has created applications on a number of platforms, and is especially interested in mobile and web development.

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2 thoughts on “Placeholder Art Assets

  1. Carl

    Thanks for this, very interesting. I’ve been looking at making a 2D engine and can’t work out where to begin. This isn’t using OpenGL is it? Just views? Not had a chance to have a full look yet, hows the performance?

     
    Reply
    1. Luke Godfrey

      It is just using views. I’ve yet to notice any performance issues (all tests have been able to keep up with 60 fps), but I haven’t built a complete game on top of it or pushed it to its limits. One of the benefits of the ECS paradigm is that if rendering becomes a computational bottleneck, it isn’t particularly difficult to replace the rendering system with one that uses OpenGL, for example.

      Using views will likely be sufficient for simple games with only a few objects on the screen at one time, but a game that requires dozens or hundreds of entities to be rendered simultaneously may warrant a more sophisticated rendering scheme.

       
      Reply

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