ECS for 2D games: what it is, how it works, when to skip it
ECS for 2D games in plain words: entities, components and systems, archetypes versus sparse sets, the hecs and bevy_ecs style, and when a Vec of structs wins.
by Tendai Mukwena

Writer
Tendai writes about architecture: game loops, entity component systems, collision, pathfinding and procedural generation, usually with a profiler open. He works on simulation tools by day and builds roguelikes at night in Harare.
ECS for 2D games in plain words: entities, components and systems, archetypes versus sparse sets, the hecs and bevy_ecs style, and when a Vec of structs wins.
by Tendai Mukwena
A fixed timestep game loop in Rust: why variable delta time breaks physics, the accumulator pattern, a spiral of death clamp, and interpolation for smooth drawing.
by Tendai Mukwena
Game engine architecture for small 2D engines: the six layers, how data flows through one frame, immediate versus retained APIs, and where game state should live.
by Tendai Mukwena
Comfy 0.2 drops the EngineContext parameter for global functions and turns bloom off by default. A look at the change and the context versus globals debate.
by Tendai Mukwena