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Showing posts from October, 2026

Spaghetti Graveyard 2027

08/10/2026 A New Beginning:   Before starting Spaghetti Graveyard, I first implemented its core networking architecture for a Pong game to prove that it could work. Just as lessons were learned implementing Pong, working on Spaghetti Graveyard 2026 has exposed new opportunities to design a more complete and modern game. I usually start from a blank state about once a year. My thoughts on what the game engine should do have gotten ahead of what my current code can do. Going in and patching a whole new architecture to the working game would just be painful. Lets talk architecture.  All of the data for the game is stored in a global hierarchy, but I don't like the way its been thrown together. The new hierarchy will look like: home:     global_data* global; //timekeeping, networking,inter-thread communication etc     map_data* maps[];     player_data* players[]; map_data:     core_app* core;      ...