Luis Diaz

Software engineer

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[proto-ecs] The Render Foundation

In this article, I'll share how we structured and implemented the Render API, and how the render thread integrates into…
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[proto-ecs] Entity Allocator

A thorough explanation of how we implemented entity allocation in Rust. We start with simple Generational Indices, and…
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[proto-ecs] Data types registration in Rust

When you write a game engine, you usually want to allow users to create custom data types to implement behavior. And…
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[proto-ecs] Introduction

In this post, I introduce the core concepts of our Rust Game Engine, proto-ecs. We will learn about the core ideas that…
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A Weird Rust Engine: proto-ecs

In this project, I'm trying to implement a multithreaded game engine in Rust following Bobby Angelov's object model.…
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torus.cpp

In this article I explain in great detail my own implementation of Andy Sloane's <strong>donut.c </strong>. Here I go…
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