⚙️ Creating ARES Game Engine from Scratch | Python, C++, Vulkan, SDL2 | Ep. 3
ARES Game Engine Series: Episode 3
Ready for the next thrilling chapter in our game engine development saga? Episode 3 brings a shift in focus and energy as we dive into next-level performance optimization while furthering the evolution of our engine's core systems. This time, we’re tackling the transition to the Meson build system and continuing our work on the *Entity Component System (ECS)*.
In This Episode:
Migrating to the Meson Build System*: We'll walk through the steps of setting up Meson to replace Python *setuptools*, showcasing how it streamlines our build processes for Python, Cython, and C++ code. Expect a deep dive into leveraging *LLVM for powerful compilation and lightning-fast performance.
*Porting Python to C++*: We’ll continue porting our remaining Python code to C++, enhancing the overall performance and preparing the groundwork for optimized execution within the ECS framework.
*Expanding the ECS Framework*: Building on Episode 2, we’ll add new features and refine the modularity of our ECS design, emphasizing scalability and efficiency for managing entities, components, and systems.
*Live Problem-Solving and Debugging*: Of course, no episode would be complete without tackling real-world challenges. From resolving dependency issues to fine-tuning compiler settings, you’ll see it all unfold live.
Why Tune In?
Whether you’re here to master build systems, fine-tune your C++ skills, or explore scalable ECS designs, this episode is your chance to level up. Plus, with live Q&A and interactive discussions, your input might just shape the way we approach some key problems.
Join us for another action-packed session as we blend creativity and technical prowess to shape the future of the *ARES Game Engine*. Let’s take one more stride closer to crafting something truly remarkable! 🚀
Source Code Available on Request:
https://discord.gg/2xpqjDUkHD