Event systems can really streamline processes. I opted for a callback-based approach, where reactions occur only when actions trigger them, instead of a poll-based system that constantly checks for events, though poll-based is easier to implement.
#cpp#gamedev#indiedev
My biggest mistake in past game engine projects was not using a reflection system. It enables clean system integration. I created a custom system, but open-source options like RTTR exist. Its advantages are most visible in ECS and serialization.
#cpp#gamedev
Ever wondered how games handle thousands of objects?
I built an ECS (Entity-Component-System) in my custom engine to manage that:
– Each object holds only the components it needs
– Systems update them based on type
– It's all OOP, so you can override behavior too
#gamedev#cpp
@thecammyc Bro I do some unholy stuff with pointers In C++, I swear if the creator saw this he would invent a time machine to go back in time and not create the language. Try casting everything to a char pointer and the compilers litterally doesnt even care.
@_devJNS My man, Only god can fix this...
If a never-nester sees this they'll get a stroke, Im not one and I just did, what kind of problem even needs this to be solved?
@_devJNS Not really just use whatever suits your work, mine is mostly on visual studio so i stick to windows honestly, never really tried any other IDE and not sure if I should since this one just does it for me.
@GreenTextRepost I hope they use it for a plot reason later because there is a very good chance he'll realise he's wrong and go through the same phase as the young cecil we saw.