<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>2D Game Dev on nilsp4l</title><link>https://nilsp4l.dev/blog/2d_game_dev/</link><description>Recent content in 2D Game Dev on nilsp4l</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 10 Aug 2026 20:36:54 +0200</lastBuildDate><atom:link href="https://nilsp4l.dev/blog/2d_game_dev/index.xml" rel="self" type="application/rss+xml"/><item><title>Storing Data in a Static ECS</title><link>https://nilsp4l.dev/blog/2d_game_dev/ecs/</link><pubDate>Mon, 10 Aug 2026 20:36:54 +0200</pubDate><guid>https://nilsp4l.dev/blog/2d_game_dev/ecs/</guid><description>&lt;p&gt;When it comes to developing a game at some point you want to have some data
that defines it for it not being a black screen. The naive solution
is of course to rely on the object oriented aspects C++ gives you. We will now
check why that is not necessarily the best idea when it comes to performance, but
also maintainability. We will implement as much compile time / meta programming aspects as possible&lt;/p&gt;</description></item></channel></rss>