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modevstudio.itch.io
@modev
@modevstudio.itch.io
I write code, gamedev.
https://sr.ht/~modevstudio
Because static lifetime entities lives wile the world exists there are no deleting mechanism for them in its blocks, and components are simply inserted to the next free row or new block will be inserted if current one is full.
January 13, 2026 at 12:22 PM
For quick lifetime, entities and components are previously stored in the buffers and passed by reference to ECS.

When buffers are full they will be flushed to newly created block on the heap. If entities not outlive the size of quick lifetime block, access to them will be as fast as stack memory.
January 13, 2026 at 12:22 PM
My attempt at creating an ECS. The main idea is that memory for components is divided into blocks, entities belong to three lifetimes.

sr.ht/~modevstudio...

For DYNAMIC lifetime blocks, components chunks inserted at the end of the block if there are no free rows after previously deleted entities.
January 13, 2026 at 12:22 PM
Implemented features:

~ Moving forward, backward, left, right, angular.
~ Extreme breaking.
~ Increasing/decreasing max speed.
~ Choose weapon type (one/two bullets).
~ Shots interval (100 ms).
~ Impulses calculates depending on ship mass.
~ Bullet/asteroid collision animation.

#gamedev #raylib
January 13, 2026 at 12:15 PM
This is worlds (maps) editor for my space game mospace. It can be used for adding entities, edit their components & tags, and set some general world properties.
sr.ht/~modevstudio...

#gamedev #clang #raylib #raygui #flecs
January 13, 2026 at 12:12 PM
This is a simple space game.
I am making it in my spare time for fun and learning.
Feel free to use it as template for your own things.
sr.ht/~modevstudio...

#gamedev #clang #raylib #box2d #flecs
January 13, 2026 at 12:10 PM