So far I have used a mix of special unit tests, e2e tests (via playwright) and load tests (hit until break).
So far I have used a mix of special unit tests, e2e tests (via playwright) and load tests (hit until break).
It's a pure side project without any economic goal, so it will take longer 😁
It's a pure side project without any economic goal, so it will take longer 😁
Since entities and component stores can be viewed as some kind of vector data store, in-game AI systems can be used for some really new and creative features, not yet seen in gaming.
Since entities and component stores can be viewed as some kind of vector data store, in-game AI systems can be used for some really new and creative features, not yet seen in gaming.
The engine shall also be useable for simulation and data aggregation scenarios.
The engine shall also be useable for simulation and data aggregation scenarios.
My first game concept design:
My first game concept design:
I recommend you to use pure classes (structs) as components, without extends, implements or decorators AND components should be serializable.
I recommend you to use pure classes (structs) as components, without extends, implements or decorators AND components should be serializable.
www.youtube.com/watch?v=Vpip...
www.youtube.com/watch?v=Vpip...
It's getting more and more interesting here. I think people need some time to settle.
It's there a Claude AI feed somewhere?
It's getting more and more interesting here. I think people need some time to settle.
It's there a Claude AI feed somewhere?