With the rewrite to Rust, the Medusa system is moving from a Javascript prototype-based engine (half OO, half data-driven) to a strictly typed entity component system, which is a somewhat confusing model to wrap one’s head around. My best understanding to date for the entity component system is along the lines of, a warehouse of…
Month: July 2022
Engine Determinism
One of the major hurdles I have struggled to overcome is the lack of exploration for engine determinism and its ramifications for building up a quality platform for a long-term game. Often the topic is glossed over or even outright ignored, with no discussion of seeding random values, writing multithreading such that order of operations…
I AM ERROR
With the renewed interest between my friends and I in development of Medusa, our 8-bit love letter to the NES era of puzzle games, I’ve engaged with the Rust programming language for the construction of the engine. The language makes a certain design pattern first class, which I want to discuss here. (Disclaimer: I am…