Media Summary: A bit tired after spending hours fixing the layout once and for all offstream, but I still manage to create a functional button in the ... I manage the deletion of entities and components better, with a small hitch in OpenGL. Later I try to abstract two calls to function ... I change from drawing every entity, to drawing groups of entities. This will help with making a UI system which I start work on.
Multiplatform C Game Engine From - Detailed Analysis & Overview
A bit tired after spending hours fixing the layout once and for all offstream, but I still manage to create a functional button in the ... I manage the deletion of entities and components better, with a small hitch in OpenGL. Later I try to abstract two calls to function ... I change from drawing every entity, to drawing groups of entities. This will help with making a UI system which I start work on. We introduce semaphores to better schedule work for the threads without sleep(). I also answer some viewer questions about AI ... The POSIX library works! But after a lot of yapping we get stuck because a compiler definition is missing from the Emscripten build ... OpenGL is being mean to me. FAQ: What are your tools? - VSCodium, RemedyBG, LLVM, Clangd, Emscripten ...
I metaphorically take a chainsaw to my current entity system to make something better! FAQ: What are your tools? I go over some of the many changes I made while not being able to stream. Then I proceed to start generating procedural meshes ... After a short mukbang session, we sort out the last few bugs and oddities in the new entity system! FAQ: What are ... Introducing my thread and queue system, as we try to find the correct path to use it safely. Sorry for the bad audio at the beginning, ... Shorter video today, so I get straight to the point. I add a new heap struct to push draw calls to an array with multiple threads, but ... I add a functionality pointer to my entity, then start dynamically creating and destroying entities! FAQ: What are your ...