Data flow in a property centric game engine
Jul
17
2014

I know, I know, indies shouldn't build their own engine, but let's ignore reason for now and instead focus on something else. I wanted to build a property centric engine, using composition for pretty much everything rather than inheritance.

My research into a property centric design was driven by a fascination for data oriented design, and specifically the "where there's one there are many" mantra. I got obsessed with arrays of raw data, of lean structures. I wanted this to be the core of my engine.

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