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3 posts tagged with "data-oriented-design"

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The Engine Document

· 2 min read

helios - Exploratory Development of an ECS-based Game Engine

All set and done, project goal reached!

Well, almost...

The project quickly shifted away from its initially intended focus on gameplay and graphics implementation toward a deeper engagement with engine architectures, and the result breaks with classical OOP paradigms: In the report I published today (the engine document), I document this transition from deep inheritance hierarchies to a data-oriented (DOD) system.

Phase/Pass Architecture: Evolution of the Game Loop

· 7 min read

In my previous post, I outlined the high-level separation between Commands and Events in helios, along with the basic double-buffered EventBus and CommandBuffer concepts. Since then, I've iterated significantly on the architecture, and I'm excited to share what has emerged: A Phase/Pass structure that provides much finer control over when events become visible and when commands execute.