When I write games I have always something following something else. The camera follows a hero. Light follows ghost. Goody follows the space ship. Weapon follows the player. And so on and so on. This is a very common pattern in games. In the object-oriented world, I would probably have a reference to the object […]
Author: Christian Liesch

ECS Pattern: Decay
This blog post is based on Entity Component System are Crazy Cool. There are so many things in-game that have a lifetime. Bullets, effects, debris, blood, vanishing tiles in a can’t stop running-game, and many more things which have a lifetime. In the past, I would have done it separately depending on which situation something […]

Game Feeling
I read and watched a lot about game feeling beyond many I liked these best Jan Willem Nijman – Vlambeer – "The art of screenshake" Juice it or lose it – a talk by Martin Jonasson & Petri Purho Game feeling is how you experience your interaction within a game. Does jumping feel good? Does […]

Entity Component System Is the Coolest Thing I Ever Met
Entity component system or short ECS is one of the coolest, brightest, and most beautiful paradigm in programming I have ever met. It is data-driven and different from object-oriented programming most people know nowadays. It is mainly used in game development. The entity component system approach brought me back the feeling of the old days […]

Player control
I recently worked on my jumping abilities. In the beginning, I only could do double jumps. Whenever the player hits the ground he gots one extra jump which can be pretty handy and looks fun. But to jump from walls was very shaky and sometimes you had the extra jump and sometimes you didn’t because […]

Behavior Trees for Weapons
If it comes down to behavior trees many developers think of AI, robotics, or NPCs. I started to use behavior trees to make my stupid soldier NPCs patrol and shoot. They are still very stupid and sometimes shoot each other. I realized that I can use behavior trees for more than just my NPCs. For […]