ECS
Currently refactoring my engine to align with the principles of Entity Component System architecture, as I was running into design and performance issues and thought there must be a better way.
I did have something similar, but after doing some reading and research I think I’ve got something much better now. There’s still a fair bit of work to do, but it’ll be worth it in the long run. It’s a good time to do it - I finished an MVP and polished up the core gameplay feel, and now I’m making sure the engine can support an entire game.
I’ve also finally set up my workspace to start building out characters and sets (with clay), which is going to be a fun challenge.
The main character models are around 20cm tall, which means the scenery models are going to have to be pretty big. It’s going to take a lot of work, and clay!
So much to do, so little time.
Edit: So after stripping it back and running some tests I was still hitting FPS issues with large numbers of textures on the screen. I played around with the benchmark on the Raylib site and couldn’t see how mine could be so much less efficient. Then I noticed that the image being used for the benchmark was 5000x smaller (filesize) than the one I was using… That’ll do it!