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#entt

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Timo Kloss<p>I&#39;m remaking my <a href="https://mastodon.gamedev.place/tags/LowResNX" class="mention hashtag" rel="tag">#<span>LowResNX</span></a> space shooter game in <a href="https://mastodon.gamedev.place/tags/Cpp" class="mention hashtag" rel="tag">#<span>Cpp</span></a> using <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> and <a href="https://mastodon.gamedev.place/tags/sdl" class="mention hashtag" rel="tag">#<span>sdl</span></a>. It&#39;s mainly a learning project, but let&#39;s see what else I can do with it...</p>
Lumber<p>I&#39;m releasing this code because I couldn&#39;t find any even rough examples of Chipmunk2D being integrated with <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> or <a href="https://mastodon.gamedev.place/tags/flecs" class="mention hashtag" rel="tag">#<span>flecs</span></a> </p><p>I&#39;m still slowly working through various integration approaches of Chipmunk2D &amp; flecs, and that can be seen here <a href="https://github.com/dmlary/flecs-chipmunk2d" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">github.com/dmlary/flecs-chipmu</span><span class="invisible">nk2d</span></a></p>
Lumber<p>I put up a clean repo with the sample integration of <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> and <a href="https://mastodon.gamedev.place/tags/chipmunk2d" class="mention hashtag" rel="tag">#<span>chipmunk2d</span></a>.</p><p>It includes:<br />* entity movement<br />* collision detection<br />* rudimentary general system implementation for EnTT<br />* per-frame &amp; per-system stepping<br />* entity editing with <a href="https://mastodon.gamedev.place/tags/imgui" class="mention hashtag" rel="tag">#<span>imgui</span></a></p><p>This code absolutely won&#39;t build on your system, but it is a sample integration of Chipmunk2D into an ECS library.</p><p><a href="https://github.com/dmlary/entt-chipmunk-example/" target="_blank" rel="nofollow noopener noreferrer" translate="no"><span class="invisible">https://</span><span class="ellipsis">github.com/dmlary/entt-chipmun</span><span class="invisible">k-example/</span></a></p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/sokol" class="mention hashtag" rel="tag">#<span>sokol</span></a> <a href="https://mastodon.gamedev.place/tags/imgui" class="mention hashtag" rel="tag">#<span>imgui</span></a></p>
Lumber<p>Implemented true system single-stepping in my sandbox. Only one system will be run per mouse step, allowing me to see what happens to entities &amp; components between each system. Of course, some systems are flagged as &quot;always-run&quot; so I can actually interact with imgui and see the entity explorer.</p><p>I&#39;m getting close to the point where I can start a clean repo to share this example integration of <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> and <a href="https://mastodon.gamedev.place/tags/chipmunk2d" class="mention hashtag" rel="tag">#<span>chipmunk2d</span></a> with an <a href="https://mastodon.gamedev.place/tags/imgui" class="mention hashtag" rel="tag">#<span>imgui</span></a> entity editor.</p>
Lumber<p>Spent a month getting <a href="https://mastodon.gamedev.place/tags/chipmunk2d" class="mention hashtag" rel="tag">#<span>chipmunk2d</span></a> working in both <a href="https://mastodon.gamedev.place/tags/flecs" class="mention hashtag" rel="tag">#<span>flecs</span></a>, and <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a>. Last night I realized that I don’t actually want “physics”, I just want collision detection.</p><p>“Physics” is a tile moving at 0.000000000001 pixels-per-second instead of coming to a stop, because that’s how the real world works. The real world is terrifying. </p><p>As I dive into AABB, does anyone know of a decent C or C++ collision detection library? Or is AABB so basic there’s no need for a library.</p><p><a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="tag">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a></p>
Lumber<p>Collision is worki— hey, get back here! Oh god, what happened to the camera?</p><p>Assets from <span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@kenney" class="u-url mention">@<span>kenney</span></a></span> roguelike/RPG pack</p><p><a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="tag">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> <a href="https://mastodon.gamedev.place/tags/chipmunk2d" class="mention hashtag" rel="tag">#<span>chipmunk2d</span></a></p>
Lumber<p>System abstraction implemented yesterday; today was basic entity editor with multi-window support. This chunk will end up open sourced because I was struggling to find good references for integrating libraries with ECS. Assets from kenney.nl <a href="https://mastodon.gamedev.place/tags/screenshotsaturday" class="mention hashtag" rel="tag">#<span>screenshotsaturday</span></a> <a href="https://mastodon.gamedev.place/tags/sokol" class="mention hashtag" rel="tag">#<span>sokol</span></a> <a href="https://mastodon.gamedev.place/tags/entt" class="mention hashtag" rel="tag">#<span>entt</span></a> <a href="https://mastodon.gamedev.place/tags/chipmunk2d" class="mention hashtag" rel="tag">#<span>chipmunk2d</span></a> <a href="https://mastodon.gamedev.place/tags/imgui" class="mention hashtag" rel="tag">#<span>imgui</span></a> <a href="https://mastodon.gamedev.place/tags/ecs" class="mention hashtag" rel="tag">#<span>ecs</span></a></p>