Game Engine Dev

An Entity Component System with Data Locality in C++

An Entity Component System with Data Locality in C++

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.

Game Engine Development for the Hobby Developer Part 4, Utilities

You’ve thought about the rendering engine in Part 1, taken a look at all of the work needed in Part 2, and covered the sorts of functions you’ll need for audio in Part 3. Now we’ll go over the various “utilities” that you might need. Utilities are the part of the engine that I’m not …

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Scene showing digital noise

GLSL Digital Noise

Want to add random digital noise to your rendering in GLSL. The following fragment shader will add random noise that changes over time. Full disclosure, I know I started this code from someone’s existing code, but I cannot determine where it’s originally from.