Ecs Entity Component System
Let’s make a game engine properly, rather than beating on it until something works. This time, I’m creating an entity component system.
Let’s make a game engine properly, rather than beating on it until something works. This time, I’m creating an entity component system.
My #Chromebook just had another update, and it’s now gained the ability to be controlled using facial gestures. And it’s pretty cool.
It turns out making proxy files is quite important when editing video across your LAN. Don’t edit video across your LAN, it ends in tears and frustration.
I’ve worked out how to work on the same Davinci Resolve project from two different computers, at the same time.
I ditched DJGPP for now and am using Borland C++ 3.1 that I found on some abandonware website. I even sent the user manual to an online document printer to get it bound into a real book.
I decide that doing DOS development means I need a real computer, rather than an emulator. I have an old laptop, surely making it run DOS can’t be that hard, right?
At least polling a physical button can be done with electronics that don’t require running code, meaning you can always program one of the buttons to be a “reset” switch if needed.
… because it’s so realistic you still have to put up with the same problems you had 30 years ago…
From the mind that brought you “let’s try to write games using just pure C” I have a new idea for making my life difficult.
Let’s write DOS software using period correct tools…
Or in other words, I ditch NixOS because it’s awkward and weird, and I install Arch because it’s awkward and weird, but in a different way. And here’s my opinion.