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
System
How small game engines work: loops, ECS, collision, scenes and the choices behind them.
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
How to make a game engine in Rust without drowning: a window and a loop, input, quads, textures, a scene and audio last, plus what to skip and when not to bother.
by Kasimir Lund
Comfy 0.4 brings roughly 4x faster sprite drawing, built-in culling, a SpatialHash helper and screenshot capture. How culling works and why your game does it best.
by Kasimir Lund
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
Comfy, a new open-source 2D Rust engine on wgpu, ships v0.1 with an immediate-mode API, globals by design and a small ECS. What it does and who it suits.
by Kasimir Lund