Game Dev

An Entity Component System with Data Locality in C++

An Entity Component System in C++ with Data Locality

In this article, I will take you through the creation of an ECS that focuses on data-locality in C++. I’ll cover ECS-related topics, the architecture, and go over some cool Template-Metaprogramming ideas as well. This article is intended for people who have made a game or two previously, or anyone that’s interested in bettering their C++ skills. I don’t intend this article to be the be-all and end-all of ECS Architecture; what I’ve developed here was enough to suit my immediate needs.

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Getting Games Done in 2020 Part 2: Priorities

Getting Games Done Part 2: Priorities

In my previous article, I’ve covered how establishing a routine can help turn your string of unfinished games around and help Getting Games Done At the end of that article, I left you on a cliffhanger of sorts:

“In my next article, I’ll cover how your ‘what’ affects your plan and how to adapt to a development strategy that is consistent with your goals.”

Today, I’d like to start taking a first stab at this all-encompassing question.

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3 Game Ideas for Your Next Game

Coming up with ideas for games is hard. That’s one of the wonderful things about restrictive game jams, you get a set of criteria and you need to work within it. Sometimes it really helps and some super interesting things can come out of it.

But other times you want to sit down and come up with something. And that’s hard. I’ve sat around and thought up many different ideas that I never did anything with, so I’ve dusted off the old notebooks and I’m writing them up here in the hopes that someone, somewhere, takes one of these ideas, turns it into a game, makes a billion dollars and splits it with me.

I’m kidding, they’re free. Take them, make them, suceed.

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