Now, my question is, are there more game engine architecture concepts with such great “power to effort ratio”? I'm specifically not looking for complex algorithms, or anything that is specific to a particular programming language or engine/library. In both cases, after learning about their basic concepts, I wrote very basic implementations of them, which only consist of a few dozens lines of code, but since then take absolute core roles in my applications and make my code a lot easier to change, extend and understand. The two most notable ones are the entity-component-system (ECS) pattern to flexibly compose game entities from components and update them on a per-component basis, and the global event bus pattern for loose coupling of subsystems. They completely changed the way I write game code and became part of all of my projects after I had learned about them. During my hobby game development adventures over the years, every now and then, I stumbled upon a few game engine architecture patterns that turned out to be surprisingly simple yet extremely effective.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |