1.
Why?
The Hard Way
Architecture
The Messy Basement
Actor Model
ECS
MECS
2.
Getting Started
Choosing An Engine
The Terminal
The Text Editor
Source Control
Case Study: FNA
Project Structure
3.
Concepts
Component
Message
Entity
Engine
Renderer
World Builder
World
4.
Pong
Intro
Drawing a Paddle
Texture Component
Position Component
Texture Renderer
Initializing the World
First Run
Moving the Paddle
Motion Engine
Input Handling
Frame-Dependence
Magic Values
Decoupling
Ball
Spawning
Moving
Bouncing
Design
Motion Engine: The Revenge
Collision Dispatch
Collision Response
Boundaries
Revisiting Spawners
The Opponent
Scoring
Goal Collision
Ball Respawn
Tracking the Score
Drawing the Score
Display Scaling
Center Line
Finishing Touches
Paddle Bounce
Title
Win Condition
Closing Thoughts
A.
Notes
Acknowledgments
License
Built with
from
Grav
and
Hugo
Encompass
> Pong
Chapter 4
Pong
The game of games.