Timothy LochnerMana Engine: EventsIn an ECS architecture, components steal all the spotlight. But components aren’t the only type of data we care about. For Blizzard’s…Jun 11, 2019Jun 11, 2019
Timothy LochnerMana Engine: Colleague’s ChallengeIt may surprise you to know that even at work, I advocate ECS architectures. Crazy, I know. But I do — a lot. I probably annoy my…Sep 11, 2018Sep 11, 2018
Timothy LochnerMana Engine: Dynamic TasksIn the very first post I wrote about the Mana Engine, I talked all about Systems and how the engine uses a system’s read and write access…Sep 5, 2018Sep 5, 2018
Timothy LochnerMana Engine: More on Component UsageThe ECS architecture is great because it’s very performant to plow through lots of data in regard to memory locality and it lends it self…Aug 26, 2018Aug 26, 2018
Timothy LochnerMT Strats: Thread-local ReduceThe last few of my posts have been about some of the features of Mana Engine. I wanted to spend a bit of time talking about some of the…Aug 22, 2018Aug 22, 2018
Timothy LochnerMana Engine: Working with ComponentsUp until now, my posts have been focused on the systems and how they get scheduled. The other half of that is actually using the components…Aug 20, 2018Aug 20, 2018
Timothy LochnerMana Engine: Thread safety of APIsIn the previous post, I talked a bit about how we maintain thread safety among our own data. The game components.Aug 19, 2018Aug 19, 2018
Timothy LochnerMana Engine: Achieving thread safetyI’ve recently been talking more on twitter about the engine I’ve spent a few years developing. It’s been through a lot of revisions…Aug 18, 2018Aug 18, 2018