Port a Unity Game to Your Own Engine: Part 2
A concrete look into a data-oriented approach to engine development.
Begin Organizing Enemy Instance Data
Start working through the data and consider what the runtime format should look like and what constraints exist or need to be added.
I'd love if you could make some posts covering GPGPU and Graphics programming, similar to the "Onboarding floating-point" series.
What's the reason(s) for adding constraints? As I understood it it's for performance and reducing the chance of bugs, is that correct?