The lens #17, the lens of the toy from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. This lens is about my little character which can pick up weapons, ammo, and other […]
Tag: ECS

ECS Pattern: Damage System
Writing games is often about dealing with health and damage. With entity component system this is fun to do. Furthermore you can give any entity health or damage any time, it is literally only adding the health or damage or both component to that entity. Bullets And Characters To handle health and damage we need […]

Twitch Channel ia97lies
I have a twitch channel and I plan to develop my game from time to time life on this channel. I will not comment on what I’m doing but rather would like to interact with you, just write on the chat all the questions you have and I try to explain in the lifestream. As […]

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 […]

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 […]

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 […]