How to write a game engine in pure C: Part 3 – The Engine Entity

If you haven’t read the other posts, go now:

This is the third post of the series and it might be the less appealing, but it’ll set the foundations for all the system that we are to build.

Every software piece should have an architecture to keep the code clean and tidy with it’s modules where they belong, and a game engine is no more than a piece of software, so here we are.

Continue reading “How to write a game engine in pure C: Part 3 – The Engine Entity”

How to write a game engine in pure C: Part 2 – The Graphic initialization

If you haven’t read the other posts, go now:

 

We have a state manager now but a game without graphic representation and user interaction has nothing to do in 2019.
In this new chapter we will initialize the ‘human’ layer: graphics and input.

We could write everything from scratch but it’s a pain in the ass (trust me) so we will use SDL to do so. SDL is an abstraction library written in C that gives a common API to system calls for different architectures and OSs.
We don’t want to couple our engine to a library too much, and we will cover that in future posts, but for now we will use SDL tightly coupled, don’t worry, it wont stay like this forever.

Continue reading “How to write a game engine in pure C: Part 2 – The Graphic initialization”

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