David DelassusAI Toolkit — Give a brain to your NPCs, a header-only C++ librarySecond edition of me battling my procrastination. This time, it is a project I made 1 or 2 years ago that I decided to publish. I was…Jan 9Jan 9
David DelassusI made my own noise functionWarmonger Dynasty Devlog #9 : Noise function for hexagonal mapsAug 29, 2023Aug 29, 2023
David DelassusEnTT and ImGui, or how to reconcile ECS and GUIs?ECS and GUIs are not trivial to mix, in this article I’ll take inspiration from React to make it nicer.May 1, 2023May 1, 2023
David DelassusProcedural map generation in C++ — Part 2: A new hope with cellular automata and GPT4Warmonger Dynatsy devlog #7: Cellular automata, simulation and GPT4Mar 26, 2023Mar 26, 2023
David DelassusProcedural Map Generation in C++ — Part 1: The slow, the bad and the uglyWarmonger Dynasty Devlog #6 : Procedural Map Generation Part 1Feb 11, 20232Feb 11, 20232
David DelassusA very simple, yet versatile, game loop in C++ with EnTTWarmonger Dynasty Devlog #5: The game loop and scene systemFeb 1, 20231Feb 1, 20231
David DelassusDecoupling input bindings from game systems with C++/SDLWarmonger Dynasty Devlog #4: An Input Manager inspired by UnityJan 25, 20232Jan 25, 20232
David DelassusA short introduction to Entity-Component-System in C++ with EnTTWarmonger Dynasty Devlog #3: An ECS with EnTTJan 8, 20232Jan 8, 20232
David DelassusMultiplayer, multithreading, and an actor model in C++Warmonger Dynasty Devlog #2: Multiplayer and NetworkingJan 2, 20231Jan 2, 20231
David DelassusI’m embedding my game assets into the executable, here’s how I did it…Warmonger Dynasty — Devlog #0 — The asset pipelineDec 25, 2022Dec 25, 2022