Making a game using an ECS architecture (C++): Part 6 - Game class

In this section, we'll create a game class, which will hold instances of all managers (entity, component, system, state...etc.). We'll create the base structure of this class, and add parts to it in future sections. If you've read Part 4, …

Making a game using an ECS architecture (C++): Part 5 - Error checking and Macros

In the previous section, we have made our code organized. This is a great improvement, but let's fine-tune it a bit more. In game programming, there is a lot of error and null checks. Let's add some macros to shorten them. Also, while we'r…

Making a game using an ECS architecture (C++): Part 4 - Refactoring and Good Coding Habits

In the previous section, we have adjusted some fundamental settings and slightly improved our quality of life. To make newly added functions nice and clear, I have made minimal changes and used them in their simplest form. However, over ti…

Making a game using an ECS architecture (C++): Part 3 - Basic Settings and Rendering Text

In the previous section, we have successfully created a window. We are now going to adjust some basic settings exclusive to the DxLib. If you are using another library, you may skip this part. All of these functions can be found on the off…

Making a game using an ECS architecture (C++): Part 2 - Importing DxLib library to your project

Welcome to Part 2. In this section, we are going to import DxLib into your project. You may use any other library, but in that case, please follow the guide provided by the author on how to do so. The website is in Japanese, but the downlo…

Making a game using an ECS architecture (C++): Part 1 - Introduction

This series is for someone who wishes to create their own game using C++, using an ECS architecture. Basic knowledge of C++ and games are required. ECS stands for entity, component, system, which are the three major elements of this archit…