{"author_link":"\/users\/klik99","author_name":"klik99","author_uid":"klik99","comments":[],"epoch":1501371828,"event":"LD39","format":"md","ldjam_node_id":43016,"likes":0,"metadata":{"p_key":"98338","p_author":"klik99","p_authorkey":"1040042","p_urlkey":"314023","p_title":"Engine finished!","p_cat":"LDJam ","p_event":"LD39","p_time":"1501371828","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1040042","us_name":"klik99","us_username":"klik99","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":1,"author":40042,"body":"So I went into this LD deciding to focus on game play instead of building out some fun tech.\n\nBut... I just can't help myself.\n\nI've ended up making a super lightweight entity-component system (not a 'pure' system like the one described on t=machine but an object based one like unity\/unreal) in typescript with pixi wrapped in a react app. Components are loaded async onto the actor, so you can instantly load and manipulate an actor even if assets aren't done loading yet. I'll probably make the async even more robust by requiring event driven interaction with components, which will pave the way really nicely for the network component.\n\nEven if I don't get my game finished, this is a very cool base for doing 2d webgl games.\n\nFeel free to check it out here (as of writing this is appropriate as boilerplate, but very barebones) https:\/\/github.com\/abeck99\/sunhunter","comments":0,"created":"2017-07-29T23:29:02Z","files":[],"files-timestamp":0,"id":43016,"love":0,"meta":[],"modified":"2017-07-29T23:43:48Z","name":"Engine finished!","node-timestamp":"2017-07-29T23:43:48Z","parent":40226,"parents":[1,5,9,32802,40226],"path":"\/events\/ludum-dare\/39\/$40226\/engine-finished","published":"2017-07-29T23:43:48Z","scope":"public","slug":"engine-finished","subsubtype":"","subtype":"","type":"post","version":104186},"node_metadata":{"n_key":"43016","n_urlkey":"314023","n_parent":"40226","n_path":"\/events\/ludum-dare\/39\/$40226\/engine-finished","n_slug":"engine-finished","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"40042","n_created":"1501370942","n_modified":"1501371828","n_version":"104186","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/$40226\/engine-finished","text":"So I went into this LD deciding to focus on game play instead of building out some fun tech.\n\nBut... I just can't help myself.\n\nI've ended up making a super lightweight entity-component system (not a 'pure' system like the one described on t=machine but an object based one like unity\/unreal) in typescript with pixi wrapped in a react app. Components are loaded async onto the actor, so you can instantly load and manipulate an actor even if assets aren't done loading yet. I'll probably make the async even more robust by requiring event driven interaction with components, which will pave the way really nicely for the network component.\n\nEven if I don't get my game finished, this is a very cool base for doing 2d webgl games.\n\nFeel free to check it out here (as of writing this is appropriate as boilerplate, but very barebones) https:\/\/github.com\/abeck99\/sunhunter","title":"Engine finished!","wayback_source":[]}