Port a Unity Game to Your Own Engine: Part 17
A concrete look into a data-oriented approach to engine development.
Structured Runtime Data
The data defined at compile time is very similar to the data defined at build time with the spreadsheet conversion scripts. It would be nice if the same tools to build and inspect the data could be used for both. So, let’s define the runtime data using a very similar description and mmap that in as well. Here we get through a first example with the backing data for enemy_bullets_update and enemy_bullets_draw.
Next: Port a Unity Game to Your Own Engine: Part 18
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