This week has been a hell of a whirlwind for #edcgame.
Working on my ECS migration I needed an incremental persistence solution. So I build a binary journal that periodically gets collapsed to a snapshot.
I then I realized that with data being split between sqlite and ECS, my query engine needed to run against the in memory state, so SQLite no longer seemed appropriate and everything went into the journal.
Getting back to #EDCgame after a long hiatus. Aside from RL distractions, I'd been struggling getting up a debug dashboard to inspect and tune the simulation. I'm just not a front end guy.
Much like getting a level editor built for #voxxon, #claude was the perfect tool, scaffolding a dashboard in less than an hour, vs. the week or two I'd spent previously trying to do it by hand.
Now to back out my previous #flecs spike and put in #ArchECS based on my CitySim.js experiments.
With my recent experience with #threejs for #voxxon, i decided to consider switching to it from #godotengine for #EDCgame. Not because of any godot deficiency but because the web fits my client/server goals better.
Before committing to that path I went back to my fork of Daniel Geenheck's CitySim.js. I had already separated the simulation from the presentation and just pushed some changes that move the the sim to the server using CQRS https://github.com/sdether/simcity-threejs-clone
#gamedev
Absolutely love Canvas of Kings, a gorgeous hand-drawn aesthetic map making tool. Lots of cool ideas in there for building the Apple Maps-esque UI for #edcgame