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 […]

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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 […]

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