Game Engine 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.

Game Engine Development: Audio

In Part 1 we handled rendering, and in Part 2 we went over the rest of the components needed for the engine. Now that we can draw things on the screen and we’ve got a plan, the next thing we’ll want to do is play music and sound effects.

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.