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> Indeed systems in game are fun to play with! I've had my share of designing a game engine once and I learnt a lot from it too. I'm intrigued, what game were you working on?

It's an unpublished roguelike that I'm working on, slowly, on hobby time. ASCII graphics, focused on distance combat, and with a hybrid ECS/event-based architecture, where the entire game state is stored in an in-memory SQLite database. More of a research project into the benefits of such architectural decisions than an actual game.

The DI system kind of grew out of my design goal to make the game logic testable in headless mode, without rendering or input (I have only so much time to write and maintain it, and I sometimes code over SSH). I started architecting things with dependency inversion in mind, and then figured I could have the whole game's object graph instantiated in a single place. I decided to make it declarative and composable (pretty much concatenative) by writing code that automatically instantiates the objects in correct order, and then I realized I've reinvented a DI container.




That is cool! I've been wanting to make a roguelike myself, but haven't got the time due to amount of work.

I wonder though what's the upside of storing the game objects in SQLITE?




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