Service: Asset Manager
Introduction Systems and Components are not allowed to possess game assets such as textures. Instead, assets are referred to in Components using handles like numbers or strings. When processing the…
Introduction Systems and Components are not allowed to possess game assets such as textures. Instead, assets are referred to in Components using handles like numbers or strings. When processing the…
Introduction Runtime Services are what capable of making Systems impure: they provide a mechanism for Systems to cause side effects and communicate with other parts of the game engine. Take…
I find it ridiculous that it’s so hard to find any code snippet for this simple demand so here I’m going to write one. This code does one simple job:…
An earlier post discussed using virtual memory APIs to implement a FILO memory allocator. It is meant to be used to support Entity creation within range-based for loops on the…
So I have been having a Sony SRS-X99 for around a year and have been using Windows 10 with it. Generally speaking, it works well, and the audio is crystal…
The Problem The Entity-Component-System architecture forces us to process the game data in a somehow functional fashion: The Entity Database is processed sequentially by each System (ignore the possibility of…