Jay Pavlina and Matt Gyure dive into an Exploding Rabbit Hole full of code architecture. We also talk about making levels in Super Mario Bros. Crossover, what we've been playing, and quantum computing.
- 2:28 - ECS Architecture (Entity Component Sytem)
- 11:00 - Thoughts on Unity and the Godot Engine
- 19:54 - Engine Agnostic Code Design with Entitas
- 26:07 - View abstraction
- 31:06 - How levels were made in Super Mario Bros. Crossover
- 41:31 - Matt's been playing Super Meat Boy
- 44:56 - Jay's been playing Assassin's Creed Origins
- 54:24 - Interesting thing: Quantum Computing
- Video Overview of Unity's Upcoming ECS System and Burst Compiler
- Game Programming Patterns Book
- FNGGames article about building games with Entitas
Informations
- Émission
- Publiée18 mai 2018 à 13:00 UTC
- Durée1 h 9 min
- Épisode2
- ClassificationTous publics