I recently moved my server infrastructure to Docker and had to port a MediaWiki setup with the VisualEditor plugin and its dependant Parsoid service. It was already time consuming to get these three working in a classic setup and i found no existing Docker image(s) that were satisfying. So i decided to create my own.
With version 0.3.0 Zerk is now based on NodeJS.
I am happy to hit the next milestone in development of the Zerk game engine. With version 0.2.0 Zerk is based on an Entity-Component-System architecture.
In the first run I created a game engine prototype with the basic features to run a jump and run game. Now I have shaped this prototype into an Entity-Component-System (ECS) architecture.
I wont talk about ECS architectures in general in this post. There are plenty of good explanations in the web (see links at the end of the post). I will talk about the implementation details in case of the Zerk game engine. Before i go into detail lets look at the reasons that made up my decision to use an ECS architecture:
A taste of livecoding in your Eclipse IDE.
I wanted to develop a fun project that my wife could be involved in so I decided to create a game that she could draw the graphics for and that I could code. Toward the end of 2012 I started coding the Zerk game engine in JacaScript. My goal for the project was to create a 2D game engine that could run a decent jump and run game on desktop and mobile devices.