ECS

Your Game Has 500 Objects — How Do You Store Them Without Losing Your Mind (or Your Cache Lines)?

This tutorial walks through the Multiversal Consciousness engine's actual solution: a type-erased Component Registry backed by contiguous arrays, with O(1) entity-to-component lookup, cache-friendly iteration, and a swap-and-pop deletion strategy that maintains array density. All without external ECS libraries.

Intermediate
26 minutes
Jun 1, 2026

Two Worlds, One Frame: Synchronizing Parallel Reality State Without Tearing the Simulation Apart

Imagine a game where a door unlocked in Reality A must also appear unlocked in Reality B — but the key that opened it only exists in Reality A's inventory, and the agent who picked it up is standing in a completely different position in Reality B. Some state is shared. Some state is independent. And when the player presses one button to switch realities, the entire world must pivot atomically — no system should ever observe a half-switched state during a frame.

Advanced
31 minutes
Jun 1, 2026
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