Engine Architecture
Lessons in this group, roughly in build order:
- game-loop-fixed-vs-variable-timestep — The top-level loop that pumps input, advances simulation, and presents a frame — and the timestep policy…
- entity-actor-model — The runtime representation of “a thing in the world” — Claw, an enemy, a coin, a moving platform — as a…
- component-logic-separation — Splitting an actor’s behaviour into independent components — render, physics, controller, AI, pickup — so…
- scene-level-management — The layer that owns the set of live actors for the current level, drives the boot/play/transition flow,…
- resource-manager-caching — The subsystem that loads an asset once from the REZ archive, decodes it into a GPU/RAM-ready form, and…
- event-system-input-handling — The publish/subscribe bus that decouples the producer of a game event (a collision, a key press, an actor…
- finite-state-machines-actor-states — A small set of named, mutually-exclusive states (idle, walk, jump, attack, hurt, dead) with explicit…