Videogames programming: ECS system in plain C

ECS stands for Entity – Component – System, it’s a paradigm introduced in the industry more than a decade ago but even today it’s still being one of the most used options while designing games.

When building a game your code goes messy really fast, even faster if you haven’t defined everything clearly beforehand, games have interdependencies, connections, interactions and states that makes them really hard and tricky to design, and, when they grow they tend to be a messy hank of code and classes, here’s where ECS comes to the rescue.

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