Chapter 3. Forge of the Gods – Shaping Our World

In the previous chapter, we have covered loading, managing, and releasing of external resources. To sum up, we have investigated mechanisms to ensure that textures, fonts, or sounds are ready to be used as soon as we need them. This chapter attempts to bring knowledge around a few key topics:

  • Entity systems in concept and practice
  • The viewable area of our world and scrolling
  • Tree-based scene graphs, rendering and updating of many entities
  • Composition of all elements to shape the world

When writing a game, we invariably find the need to conceptualize our vision of the game into actual data structures. In other words, it is extremely important to have a clear idea of the scope of our vision. The world ...

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