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 9, 2024104Jan 9, 2024104
David DelassusI made my own noise functionWarmonger Dynasty Devlog #9 : Noise function for hexagonal mapsAug 29, 202327Aug 29, 202327
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, 202362May 1, 202362
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, 202369Mar 26, 202369
David DelassusProcedural Map Generation in C++ — Part 1: The slow, the bad and the uglyWarmonger Dynasty Devlog #6 : Procedural Map Generation Part 1Feb 11, 2023942Feb 11, 2023942
David DelassusA very simple, yet versatile, game loop in C++ with EnTTWarmonger Dynasty Devlog #5: The game loop and scene systemFeb 1, 2023661Feb 1, 2023661
David DelassusDecoupling input bindings from game systems with C++/SDLWarmonger Dynasty Devlog #4: An Input Manager inspired by UnityJan 25, 2023952Jan 25, 2023952
David DelassusA short introduction to Entity-Component-System in C++ with EnTTWarmonger Dynasty Devlog #3: An ECS with EnTTJan 8, 2023502Jan 8, 2023502
David DelassusMultiplayer, multithreading, and an actor model in C++Warmonger Dynasty Devlog #2: Multiplayer and NetworkingJan 2, 2023341Jan 2, 2023341
David DelassusI’m embedding my game assets into the executable, here’s how I did it…Warmonger Dynasty — Devlog #0 — The asset pipelineDec 25, 202259Dec 25, 202259