Fimo Engine II: Module Lifecycle
Introduction It’s been a while since my last post, where I introduced a nice linker quirk 1, that allows us to collect a global list of resources, spanning multiple compilation units, at compile time into a single array. In this post, we will explore how we can utilize this trick to introduce the concept of a module, and how these can be combined to create a modular game engine. A lot had to happen behind the scenes, to bring this all together. Let’s start by answering the simple question: What is a module? ...