History Back and Forth

Whenever you write a level editor or maybe a turn-based game (like chess) it would be of great help having undo and redo functionality at hand. Based on the Game Programming Patterns book from Robert Nystrom I did like to implement an undo/redo history class. The design pattern is based on the Design Patterns book […]

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Game Programming Patterns

I recently read Game Programming Patterns from Robert Nystrom one of the best books about programming I’ve ever read. I get commissions for purchases made through the following link I read the entire book from beginning to end in one go, I couldn’t stop. Normally I use programming books to fall asleep, the design pattern […]

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ECS Pattern: Follow Entity

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 […]

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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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