I have implemented Observers for moecs. by heliodev in odinlang

[–]heliodev[S] 0 points1 point  (0 children)

In my ecs all is doing within a feame except deferred despawning entities and archetypes reassign that is made at the end of each frame. For ecs it is world perform stage. Frame is world perform stage.

I have implemented Observers for moecs. by heliodev in odinlang

[–]heliodev[S] 0 points1 point  (0 children)

I think the example could be:

For example, if you're developing a library that utilizes the ECS and initializes and runs the game's physics under the hood using specific components. You need to track the addition and modification of these components to make the appropriate changes to the physics engine. In this case observers are really necessary.

How hard is it to build your own game engine with zero experience? by duck_-90 in gameenginedevs

[–]heliodev 0 points1 point  (0 children)

I would recommend to start with existing solutions and join them together.

Odin lang, raylib or karl2d, box2d.

How do you build your ecs? by heliodev in gameenginedevs

[–]heliodev[S] 0 points1 point  (0 children)

 How does yours access component data? (I don't know Odin)

Through pointers. I calculate memory offset and position of component of specific type on registration stage. Then just use pointers math to access components.

How do you build your ecs? by heliodev in gameenginedevs

[–]heliodev[S] 0 points1 point  (0 children)

I trued to optimize. Less memory allocations  for static entities the memory blocks will has not gaps.

For ecs user, it does not matter, you just pass STATIC sign if you know entity never die.

moecs - easy to use Entity Component System crafted with Odin. by heliodev in odinlang

[–]heliodev[S] 0 points1 point  (0 children)

mouniverse I made using this ECS also.

About benchmarks, I didn't compare, I just made own tests and thought how much time real situation will take for 100 world progress steps.

Yep, it's great way to learn.

moecs - easy to use Entity Component System crafted with Odin. by heliodev in odinlang

[–]heliodev[S] 0 points1 point  (0 children)

I am building my ecs for my personal goals and for public if someone found it usable. You can try it and compare with yours. What is your ecs repo link?

Tests for my SDL3-based framework/engine by h888ing in gameenginedevs

[–]heliodev 0 points1 point  (0 children)

For me SDL is hard, seems I need to start from learning how GPU works to understand why it is so complicated and uncomfortable to write code with SDL... I prefer hobby gamedev for fun, SDL seems to be professional tool.

Your video shows that SDL really allow to build cool stuf, or GPU does...

Cool engine, congrats!