1.
Why?
The Hard Way
Architecture
The Messy Basement
OOP
ECS
Hyper ECS
2.
Getting Started
Choosing An Engine
The Terminal
The Text Editor
Version Control
Case Study: LÖVE
LÖVE Project Structure
3.
Concepts
Component
Message
Entity
Engine
Renderer
World Builder
World
4.
Pong
Intro
Drawing a Paddle
Canvas Component
Position Component
Canvas Renderer
Initializing the World
First Run
Moving the Paddle
Motion Engine
Input Handling
Frame-Dependence
Magic Values
Decoupling
Ball
Spawning
Moving
Bouncing
Library Integration
Design
Motion Engine: The Revenge
Collision Checking
Collision Dispatch
Collision Resolution
Spawners
Putting It All Together
The Opponent
Scoring
Goal Collision
Ball Respawn
Tracking the Score
Drawing the Score
Center Line
Finishing Touches
Paddle Bounce
Title
Win Condition
Conclusion
A.
Notes
API Reference
Acknowledgments
License
Built with
from
Grav
and
Hugo
Encompass
> Notes
Appendix A
Notes
Some odds and ends.