I put up a clean repo with the sample integration of #entt and #chipmunk2d.
It includes:
* entity movement
* collision detection
* rudimentary general system implementation for EnTT
* per-frame & per-system stepping
* entity editing with #imgui
This code absolutely won't build on your system, but it is a sample integration of Chipmunk2D into an ECS library.
#Sokol #gamedev #imgui #chipmunk2d #entt
Implemented true system single-stepping in my sandbox. Only one system will be run per mouse step, allowing me to see what happens to entities & components between each system. Of course, some systems are flagged as "always-run" so I can actually interact with imgui and see the entity explorer.
I'm getting close to the point where I can start a clean repo to share this example integration of #entt and #chipmunk2d with an #imgui entity editor.
Spent a month getting #chipmunk2d working in both #flecs, and #entt. Last night I realized that I don’t actually want “physics”, I just want collision detection.
“Physics” is a tile moving at 0.000000000001 pixels-per-second instead of coming to a stop, because that’s how the real world works. The real world is terrifying.
As I dive into AABB, does anyone know of a decent C or C++ collision detection library? Or is AABB so basic there’s no need for a library.
#gamedev #indiedev #entt #flecs #chipmunk2d
Collision is worki— hey, get back here! Oh god, what happened to the camera?
Assets from @kenney roguelike/RPG pack
Collision is worki— hey, get back here! Oh god, what happened to the camera?
System abstraction implemented yesterday; today was basic entity editor with multi-window support. This chunk will end up open sourced because I was struggling to find good references for integrating libraries with ECS. Assets from kenney.nl #screenshotsaturday #sokol #entt #chipmunk2d #imgui #ecs
#ecs #imgui #chipmunk2d #entt #Sokol #screenshotsaturday