C++ Enumeration Reflection

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Welcome to the third post in a series of blog posts about how to implement a custom game engine in C++. As reference I’ll be using my own open source game engine SEL. Please refer to its source code for implementation details not covered in this article. Files of interest are EnumData.h, Enum.cpp Continue Reading →

Component Based Design – Lua Components and Coroutines

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Welcome to the second post in a series of blog posts about how to implement a custom game engine in C++. As reference I’ll be using my own open source game engine SEL. Please refer to its source code for implementation details not covered in this article. I would like to Continue Reading →