Summary
This episode continues the RPG game engine series, focusing on building a testable event system that can replay game events deterministically. Jason implements a variant-based event system that captures joystick state, processes inputs using the visitor pattern, and tracks time between events to create reproducible game states. The design prioritizes separation between SFML-specific code and game logic to enhance testability.
Related C++ Standard Sections
This episode covers topics found in these sections of the C++ standard:
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[variant.visit]40% match