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ECS / Game Development with Elixir vs. Python, JavaScript, React with Dorian Iacobescu & Daniel Luu

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Contenuto fornito da SmartLogic LLC. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da SmartLogic LLC o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

In Episode 4, the Elixir Wizards are joined by Dorian Iacobescu, author of the ECSpanse ECS library for Elixir, and Daniel Luu, founder and CEO of the game development studio AKREW. The guests compare notes on backend game development using ECS, the Entity Component System approach.

Akrew is currently building the multiplayer game Galactic Getaway using the Photon Unity networking framework, which employs ECS. They discuss challenges like collections of component types and persistence beyond runtime, building games for various platforms like MacOS, and handling inventory storage in a backend database.

Game development is complex and has many technical hurdles, but open communication across different programming communities and game development approaches can foster collaboration, innovation, and continued learning.

Topics Discussed in this Episode

  • Dorian explains the ECSpanse ECS library and component-based architecture
  • Dorian took inspiration for ECSpanse from the Rust library Bevy ECS and its component-based API
  • The guests discuss popular game development platforms and languages, including C#, JavaScript, and Godot
  • Owen and Daniel translate ECS concepts to familiar database and backend terminology for devs without game-specific experience
  • ECSpanse uses many tools from the Elixir Erlang toolbox, including GenServers, ETS tables, tasks, queries, and Phoenix LiveView
  • ECS challenges representing inventory collections that broke typical ECS singleton patterns
  • AKREW is developing Galactic Getaway using the Photon Unity framework
  • Relationships between parent and child entities in ECSpanse
  • Persistence, serialization, and replay features to save game state
  • Optimizing assets and code for performance on various devices

Links Mentioned

https://en.wikipedia.org/wiki/Entity_component_system
https://iacobson.medium.com/elixir-for-fun-ecspanse-2852a7993ecd
https://hexdocs.pm/ecspanse/Ecspanse.html
https://bevyengine.org/learn/book/getting-started/ecs/
https://www.photonengine.com/quantum
Add Galactic Getaway to your Steam Wishlist: https://store.steampowered.com/app/2012390/Galactic_Getaway/
https://godotengine.org/
https://unity.com/
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html
https://www.tiktok.com/@galacticgetaway
https://docs.rs/bevy_ecs/latest/bevy_ecs/

Special Guests: Daniel Luu and Dorian Iacobescu.

  continue reading

179 episodi

Artwork
iconCondividi
 
Manage episode 382861498 series 2493466
Contenuto fornito da SmartLogic LLC. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da SmartLogic LLC o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

In Episode 4, the Elixir Wizards are joined by Dorian Iacobescu, author of the ECSpanse ECS library for Elixir, and Daniel Luu, founder and CEO of the game development studio AKREW. The guests compare notes on backend game development using ECS, the Entity Component System approach.

Akrew is currently building the multiplayer game Galactic Getaway using the Photon Unity networking framework, which employs ECS. They discuss challenges like collections of component types and persistence beyond runtime, building games for various platforms like MacOS, and handling inventory storage in a backend database.

Game development is complex and has many technical hurdles, but open communication across different programming communities and game development approaches can foster collaboration, innovation, and continued learning.

Topics Discussed in this Episode

  • Dorian explains the ECSpanse ECS library and component-based architecture
  • Dorian took inspiration for ECSpanse from the Rust library Bevy ECS and its component-based API
  • The guests discuss popular game development platforms and languages, including C#, JavaScript, and Godot
  • Owen and Daniel translate ECS concepts to familiar database and backend terminology for devs without game-specific experience
  • ECSpanse uses many tools from the Elixir Erlang toolbox, including GenServers, ETS tables, tasks, queries, and Phoenix LiveView
  • ECS challenges representing inventory collections that broke typical ECS singleton patterns
  • AKREW is developing Galactic Getaway using the Photon Unity framework
  • Relationships between parent and child entities in ECSpanse
  • Persistence, serialization, and replay features to save game state
  • Optimizing assets and code for performance on various devices

Links Mentioned

https://en.wikipedia.org/wiki/Entity_component_system
https://iacobson.medium.com/elixir-for-fun-ecspanse-2852a7993ecd
https://hexdocs.pm/ecspanse/Ecspanse.html
https://bevyengine.org/learn/book/getting-started/ecs/
https://www.photonengine.com/quantum
Add Galactic Getaway to your Steam Wishlist: https://store.steampowered.com/app/2012390/Galactic_Getaway/
https://godotengine.org/
https://unity.com/
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html
https://www.tiktok.com/@galacticgetaway
https://docs.rs/bevy_ecs/latest/bevy_ecs/

Special Guests: Daniel Luu and Dorian Iacobescu.

  continue reading

179 episodi

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