
As the Derydoca engine has been fleshed out, there was one aspect of the engine I have been putting off until it was necessary. Serialization of game assets is necessary to keep a sensible codebase. It is very unwieldy and unmaintainable to hard-code your levels and game assets. I have been doing just that to get me by, but eventually the codebase got too crazy to maintain that I decided to tackle the issue. The approach I am taking is similar to how Unity is structured. You will have a project folder full of assets that the engine needs to…
Derrick CanfieldJanuary 30, 2018