Тёмный

Adding a Player to my ECS game engine 

cient
Подписаться 2,6 тыс.
Просмотров 4,4 тыс.
50% 1

Опубликовано:

 

21 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 25   
@cient_dev
@cient_dev 2 дня назад
Sorry for the delay! I just wanted to make this video quickly before I put my head down and add more things to the game. I'm still not ready to share the exact premise of the game (I promise it's not a top down adventure game) but *hopefully* I'll be able to release a prototype for anyone who wants to check it out within the next handful of videos. Thanks again for sticking around :)
@99u99
@99u99 День назад
0:31 WHAT WORDPRESS IS A GAME ENGINE?!?!!?! LOL
@cient_dev
@cient_dev День назад
@@99u99 Anything is a game engine if you're brave enough
@Sven-W
@Sven-W День назад
This inspires me to pick up my ECS-based game project again! Very nice explanation of the practical execution of a ECS based game.
@crazycdn8327
@crazycdn8327 День назад
Another awesome video, thanks and keep it up! Always look forward to these.
@saidwho9891
@saidwho9891 2 дня назад
respect to my brethren in the low-level / gamedev sphere
@nyxalexandra-io
@nyxalexandra-io День назад
luv a fellow ECS enjoyer/author :D
@WhoLeb7
@WhoLeb7 2 дня назад
Let's gooo! An amazing explanation of ECS. I wish it had been explained to me in such simple words a while ago though! Thank you!
@sorensaket
@sorensaket 2 дня назад
Cool stuff. I've also started exclusivly using ECS since I made my own. Creates really good decoupling.
@easilydistracted5068
@easilydistracted5068 2 дня назад
That is some really awesome pixel art!
@cient_dev
@cient_dev 2 дня назад
Thank you! :.)
@michelleli9931
@michelleli9931 2 дня назад
Another great video! Looking forward to what’s to come
@cient_dev
@cient_dev 2 дня назад
Next video is all about suffering!
@michelleli9931
@michelleli9931 2 дня назад
@@cient_dev what’s a good coding session without sweat and tears am I right!
@nazihboudaakkar8117
@nazihboudaakkar8117 2 дня назад
An outstanding video as always! I have a question, in your ecs library i'm seeing a lot of `.ForEach` and stuff inside can you show in way how did you accomplish that? and I don't just mean code side, since there has to be some decisions made performance wise Cheers :D
@cient_dev
@cient_dev День назад
Thank you! From a code perspective: It's all available in the description! But for performance, every time I add/remove a component, the entity is sorted into a sparse set that groups entities with similar components, and the for each just iterates and returns each of the entity's components in the relevant groups as a parameter in the ForEach function (Went more indepth about some decisions in the last video). It's flexible but definitely still a lot of room for improvement though!
@spounka
@spounka День назад
that's very interesting, thank you for the insights!
@TheRealJman87
@TheRealJman87 День назад
Very nice. I would just suggest not using std::unordered_map inside your components, because that class uses heap memory which will ruin cache coherency in your systems. Since Actions is an enum, just make a special value Actions::COUNT as the last value, and make Cooldown::data a fixed-size array with size equal to Actions::COUNT.
@cient_dev
@cient_dev День назад
Good catch!!
@bramhuis3571
@bramhuis3571 2 дня назад
The godpointer😂😂
@g0fher
@g0fher 2 дня назад
This is what I want my cpp code to look like heh. On the side, what theme are you using? It looks awesome
@cient_dev
@cient_dev 2 дня назад
It's called Github Dark, part of the Github themes extension on Visual Studio :)
@Spiker985Studios
@Spiker985Studios 2 дня назад
Assuming DT is deltaTime, don't you want to use fixedDeltaTime?
@cient_dev
@cient_dev 2 дня назад
This is in my own engine which uses a fixed timestep on physics; so I pass in the fixed timestep as deltatime. Maybe it would be better for me to rename it to fixedDeltaTime for clarity
@Spiker985Studios
@Spiker985Studios 2 дня назад
I had heard it was your own engine, but since most engines implement standard DT and fixed DT, a lot of bugs can be generated by using the incorrect one If there is a possibility of you wanting a non-fixed dt in the future, future you may appreciate the clarification 👍
Далее
Making levels that don't suck
19:18
Просмотров 50 тыс.
I made an entire OS that only runs Tetris
22:37
Просмотров 1,6 млн
Ребенок по калькуляции 😂
00:32
Просмотров 110 тыс.
$0 vs $5,000 Video Game
32:37
Просмотров 261 тыс.
The Most Complex Game Ever Made
10:34
Просмотров 953 тыс.
Why Don't You Make Your OWN Game Engine?
7:23
Просмотров 10 тыс.
Why Is It Bad That My Game Looks Good?
16:40
Просмотров 64 тыс.
Stop using std::vector wrong
23:14
Просмотров 121 тыс.
Making of Thronefall: Final Devlog
21:12
Просмотров 51 тыс.
1 Year of Developing My Game in Godot
19:19
Просмотров 322 тыс.