Uploaded July 2021 | Updated September 2026, 1 week ago
⁍ Wishlist: store.steampowered.com/app/3475620/Mythfall
Hi all, and welcome to episode 2 - Today we are going to introduce the concept of a spritesheet (also known as a texture atlas), which is a way to combine multiple sprites into a single image. This provides benefits in organization and render batching (which we will deal with later). We will also create an engine package which will hold generalized game engine-type packages.
One thing I forgot to mention - For this line:
//go:generate packer --input images --stats
the '//go:generate' directive can be used to do work before your build (In this case, 'go run .'). This is typical for things like code generation (or in our case, spritepacking). In the terminal, running 'go generate' executes all of the '//go:generate' directives located in your source files.
Credit to asciiquarium for the introduction ASCII aquarium.
// Repository: github.com/unitoftime/mmo
// Play: mythfall.com
⁍ Wishlist: store.steampowered.com/app/3475620/Mythfall
Hi all, and welcome to episode 2 - Today we are going to introduce the concept of a spritesheet (also known as a texture atlas), which is a way to combine multiple sprites into a single image. This provides benefits in organization and render batching (which we will deal with later). We will also create an engine package which will hold generalized game engine-type packages.
One thing I forgot to mention - For this line:
//go:generate packer --input images --stats
the '//go:generate' directive can be used to do work before your build (In this case, 'go run .'). This is typical for things like code generation (or in our case, spritepacking). In the terminal, running 'go generate' executes all of the '//go:generate' directives located in your source files.
Credit to asciiquarium for the introduction ASCII aquarium.
// Repository: github.com/unitoftime/mmo
// Play: mythfall.com









![[Making an MMO] Episode 3 - Software Organization, Components, and Systems
⁍ Wishlist: https://store.steampowered.com/app/3475620/Mythfall/
The goal of todays topic is to introduce and motivate basic organizational patterns that we will undoubtedly use in the future. Specifically, we are going group different components to create a cohesive game object, and we are going to build systems around those components.
Credit to asciiquarium for the introduction ASCII aquarium.
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com [Making an MMO] Episode 3 - Software Organization, Components, and Systems](https://i.ytimg.com/vi/TwA8wq_UHtE/mqdefault.jpg)
