Nuclear Voxathrone : prototyping a clone

Hello there. First blog post of 2019, feeling like writing again. This time in english. I’m progressively moving from my native tongue for the lingua franca for multiple reasons -the main one being the desire to hone that skill- and what better subject I could start this year than talking a new project, right, right? A tale of royalties of barren territories Nuclear Throne is among my favorite games. It’s a quick’n’dirty twin-stick shooter in a post-apocalyptical setting where a ragtag band of mutants fight climate and hordes for the long desired and mysterious Nuclear Throne. …

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Writing an ECS engine from scratch

(Note : Désolé pour les francophones, ce billet a pour objectif premier d’être sur un autre site, en anglais.) Entity Component System is an interesting pattern. Instead of thinking a game entity as having data and logic, an ECS pushes you to move instead separate logic from data. Think as logic as a factory processing some raw material to craft an object. There are a lot of writing about ECS theory and conception, from vague explanation to explain the reasons behind storing entities in contiguous memory (we’ll get to that term later). …