Thorsten Suckow-Homberg

@thorsten.suckow-homberg.de

Full Stack Web Dev by day - C++, affine transforms and game dev by night. Building clarity with code, proofs & plots. https://thorsten.suckow-homberg.de | https://garagecraft.games | @garagecraft.games

New #devlog is up! While I'm spending most of my time on research and writing, there's little time left for implementing new game ideas - but that doesn't mean the underlying core can't benefit from all that theory: garagecraft.games/devlog/2026-... #ecs #database #indiegames #indiedev #gamedev

ECS as a Relational Model | garagecraft.games

In my Master’s thesis I investigate how partitioning entities and their components affects parallelization and concurrency in ECS systems.

garagecraft.games

All hail the type-erasure idiom, ancient gatekeeper between the Realm of Generic Infrastructure and the Wildlands of Custom Implementations! ⚔️ None shall pass with their concrete type exposed! 🧙‍♂️ #indiedev #gamedev #enginedev #cpp #indiedev #gamedev #enginedev #cpp

GarageCraft Games@garagecraft.games · 2w ago

They are the same picture! 👀 I've been improving the #helios dev experience by implementing a compile-time dependency resolver for game-specific systems and managers. Goodbye to the UpdateContext, supreme ruler of #infrastructure and omniscient know-it-all! #indiegames #indiedev 👾

Besides working on my research on Entity Component Systems as a relational model and my master's thesis on domain-specific world partitions in ECS, I thought it was about time to finally release the outcome of my project assignment from the Winter Semester 2025/26. 🤘 #indiedev #indiegames #gamedev

GarageCraft Games@garagecraft.games · 2mo ago

👾 You have only 3 lives. An unforgiving collision system. And no sound at all. Because in space, no one can hear you scream... (we call this "immersive"). Download helios ascending now! 🎮 garagecraft.games/helios-ascen... #indiedev #indiegames #gamedev #ecs #enginedev

You could bind your (gameplay) systems to the various states of a state machine - once the game is in state "paused", do not process specific systems in the game loop. Makes it easy to consider those systems that should still be running (e.g. ui, input).

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Zack Zwiezen@zackzwiezen.com · 5mo ago

Game devs, plz tell me how "pausing the game" works in your game? Is it weird? Is it simple? Is it janky? I'm curious how such a common feature--the ability to pause and check your settings, etc--actually works & what happens when players hit pause! Reply / DM / email me at - Zzwiezen@kotaku.com

Als jemand, der sich selbst intensiv mit Game Engines und Spielentwicklung beschäftigt, finde ich die Frage nach dem Verhältnis von Spielerfolg und Spielforschung besonders spannend. Wandert auf meine Leseliste! 📖

Rudolf Thomas INDERST (he|him)@gamestudies.bsky.social · 7mo ago

F R I S C H ERSCHIENEN Inderst, Rudolf/ Tobias Klös: Spielerfolg ungleich Spielforschungserfolg? Vom stagnierenden Zustand der deutschsprachigen Digital Game Studies. S. 131–148. In: ...

If someone had told me a while ago that I’d be here - building collision detection and spawn systems in my own engine (that should have been a framework) - I probably wouldn’t have believed them. Really happy with how far this has come. #gamedev #indiedev #indiegames #enginedev

GarageCraft Games@garagecraft.games · 8mo ago

✅ Collision Detection - working ✅ Spawn Scheduling - implemented Next: Span queues & support for more Spawn logic. Let's go! 🔧 #gamedev #indiedev #indiegames #gameengine #helios