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”