Writing a game engine in 2017
26 Mar 2017 | gameEngine dev c++Great post by Randy Gaul on Why write a game engine in 2017. Key takeaways are:
- It is fun!
- You control everything: from the debugging, to the specific workflows to the performance.
- Ensure you have an efficient development workflow: hot-reloading, always on philiosphy.
The end of the post is a somewhat controversial stance on Entity Component System and how some developers use this as the silver bullet to solve all the problems of the world. This is a great read. You should never blindly apply patterns without understanding why you are using them and what problem you are really solving.