Developing Games Using Data not Trees
summary
Claims that a data‑first architecture lets a complete role swap happen overnight: a small prototype turns Asteroids: Totally Different This Time from ship‑centred to player‑controls‑asteroids in hours. It uses a pocket container holding component types (position, rotation, thrust, projectile launcher) addressed by numeric keys, systems that operate on data not objects, and optional typed arrays for optimization. The demo adds rotation, thrust, shooting and collisions and it demonstrably works.
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chapters (12)
- 0:00Intro
- 3:30ObjectOriented Approach
- 5:46DataOriented Approach
- 7:47Pocket
- 10:03Key
- 11:26Systems
- 13:24Rotation
- 14:11Labels
- 15:32Asteroids
- 17:02Thrust
- 17:48Shooting
- 18:35Collision
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