Port a Unity Game to Your Own Engine: Part 14
A concrete look into a data-oriented approach to engine development.
Reverse the lookup
Changing the approach. Simpler to lookup bullet type from enemy instance. Revert the enemy used per wave bitset we added last time. Prepare the bullet spreadsheet for export. Change from using delta start time in the enemy instances data to absolute start time, to make it easier to get time since spawned, since bullets are spawned relative to that clock.
Next: Port a Unity Game to Your Own Engine: Part 15
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