#Himalaya: A harmonic composition

No, this page is not turning into a music theory blog. Instead, I’m gonna tell you a little something about the newly introduced component system of the Himalaya game engine.

Remember the original design approach I posted when the framework was still very early in development?


My original idea was to have an abstract class as a template for all entities in the game. An entity, such as the player character, would then simply derive from the GameEntity class and implement all the additional functionality that it needs. The “Actor” class was supposed to be a GameEntity that provides additional features for visual representation of the object on the screen. But as the Himalaya engine grew bigger, I realized that this design was good, but not necessarily ideal.

What are you made of?

I came to the conclusion that a component-based approach, similar to the one in the Unity engine, was a much nicer way to describe the functionality of a game entity. What do I mean by “component”? Well…an entity component is basically responsible for handling one specific part of an object in our game. They enable us to easily implement similar behavior in two entities, just by using the same components. An example: For our player character we could create a game entity with one component that handles user input, one that handles collisions, one that renders a sprite on the screen and one that animates said sprite.

Take a look at this chart for clarification:


As you can (hopefully) see, a lot of the classes that I talked about in previous posts have been converted to entity components to conform to the new system. Of course this new design renders the aforementioned “Actor” class obsolete, since it would basically just be a GameEntity with a Sprite and a SpriteAnimator attached to it. Currently, I still keep the Actor class in the library, but I marked it as “obsolete”. It will be removed very soon, though.

Entity Components that need their logic updated each frame implement the IUpdate interface. The GameEntity the component belongs to then makes sure to actually call the update logic regularly. Similarly, components that contain render logic use the IDraw interface and have their draw method called by their entity at the appropriate time.

The Transform component is a special little snowflake, because it is used by every single entity and cannot be removed. I mean, every object needs to be able to be positioned at least, right? Also, some entity components allow only one instance of them to be attached to a game entity. That is the case for our special little friend Transform, but also applies to the CollisionController, the Sprite and the SpriteAnimator for example. With this system, we can easily pick from all the features we need and add them to a specific game entity.


How about some code?

Alright, let’s take a look at the EntityComponent class first:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Yetibyte.Himalaya.GameElements;

namespace Yetibyte.Himalaya.GameElements {

    public abstract class EntityComponent {

        #region Fields

        protected bool _isActive = true;
        protected GameEntity _gameEntity;


        #region Properties

        public virtual bool AllowMultiple => false;
        public virtual bool IsRemovable => true;

        public GameEntity GameEntity {

            get => _gameEntity;

            set {

                GameEntity futureGameEntity = value;

                if (IsAttached)


                _gameEntity = futureGameEntity;



        /// <summary>
        /// Whether or not this component has been attached to a <see cref="GameElements.GameEntity"/>.
        /// </summary>
        public bool IsAttached => _gameEntity != null;

        /// <summary>
        /// Determines whether or not this component is currently active. This also takes into account the active state of
        /// the <see cref="Yetibyte.Himalaya.GameElements.GameEntity"/> this component is attached to. If the GameEntity is not active, this will return false
        /// regardless of the local active state of this component. A component that is not attached to any GameEntity is always considered inactive.
        /// </summary>
        /// <seealso cref="IsActiveSelf"/>
        public bool IsActive {

            get => _gameEntity != null && _gameEntity.IsActive && this.IsActiveSelf;
            set => this.IsActiveSelf = value;


        /// <summary>
        /// The local active state of this component. This ignores the active state of the <see cref="Yetibyte.Himalaya.GameElements.GameEntity"/> this component is attached to.
        /// Pleae note that, even if this is set to true, the component may still be considered inactive by the <see cref="Scene"/> because the GameEntity is not active or this
        /// component has not been attached to a GameEntity at all.
        /// </summary>
        /// /// <seealso cref="IsActive"/>
        public bool IsActiveSelf { get => _isActive; set => _isActive = value; }

        /// <summary>
        /// Determines the order in which <see cref="EntityComponent"/>s are processed. The processing order goes from
        /// high priority to low priority components. Note: This does not affect the draw order for drawable components.
        /// </summary>
        public int Priority { get; set; }


        #region Methods

        /// <summary>
        /// Sets the <see cref="Yetibyte.Himalaya.GameElements.GameEntity"/> this component is attached to without
        /// the overhead of recalculating relations. Only use this if you know what you're doing!
        /// </summary>
        /// <param name="gameEntity">The new GameEntity.</param>
        internal void SetGameEntityDirectly(GameEntity gameEntity) => _gameEntity = gameEntity;

        /// <summary>
        /// Called when this <see cref="EntityComponent"/> is attached to a <see cref="GameElements.GameEntity"/>.
        /// </summary>
        public virtual void OnAdded() {


        /// <summary>
        /// Called when this <see cref="EntityComponent"/> is removed from a <see cref="GameElements.GameEntity"/>.
        /// </summary>
        /// <param name="gameEntity">The GameEntity this component was removed from.</param>
        public virtual void OnRemoved(GameEntity gameEntity) {




Good thing I (almost) always document my code. That saves me some explaining now, if it’s even necessary since this class is pretty short and straight forward and doesn’t do that much on its own. This is simply an abstract class for the different component types to derive from. Entity Components can be set to “inactive” to temporarily prevent them from being processed. The order in which components are updated can be determined via the Priority property. This is useful and even necessary in some cases. For example, it makes sense to first check for keyboard input with the ControlListener component and then after that process the input in a Behavior component.

Speaking of Behavior component. As I mentioned above, the logic and – well – behavior of a game entity is no longer intended to take place directly in a subclass of GameEntity. This is the job of the Behavior component. It has methods for initialization and updating that we can override to describe the behavior of an object such as the player character. It is where we implement all the logic that handles how an entity interacts with its environment.

Components can be added to or removed from a GameEntity with the following simple methods. I added some comments for explanation.

public void AddComponent(EntityComponent component) {

	/* If we passed null for some reason or a component that was already added
	 * to this GameEntity, return without adding anything. */
	if (component == null || HasComponent(component))

	// Get the type of the component we want to add.
	Type componentType = component.GetType();

	/* If the component does not allow multiple instances of it in one entity and there
	 * is already a component of the same type in this entity, return without adding the component. */
	if (!component.AllowMultiple && HasComponentOfType(componentType))

	// If the component is currently already attached to another entity, detach it.

	// Add the component to this entity's collection of components.

	// Set the GameEntity of the component to this one.

	// Call the OnAdded method of the component we just added.

	// Fire the ComponentAdded event.
	OnRaiseComponentAdded(new ComponentEventArgs(component));


public void RemoveComponent(EntityComponent component) {

	/* If we passed null or the component is not attached to this entity
	 * or it is not removable, return. */
	if (component == null || !HasComponent(component) || !component.IsRemovable)

	// Remove the component from the collection of components in this entity.

	// Set the entity of the component to null.

	// Call the OnRemoved method of the component we just removed.

	// Fire the ComponentRemoved event.
	OnRaiseComponentRemoved(new ComponentEventArgs(component));


To retrieve components attached to a GameEntity, we can use one of the following methods:

/// <summary>
/// Returns a collection of all <see cref="EntityComponent"/>s attached to this <see cref="GameEntity"/> that are of or derive from the given Type.
/// </summary>
/// <typeparam name="T">The type to filter the components by.</typeparam>
/// <returns>A collection of all components attached to this entity that derive from the given type.</returns>
public IEnumerable<T> GetComponents<T>() where T : EntityComponent => _components.OfType<T>();

public IEnumerable<T> GetActiveComponents<T>() where T : EntityComponent => _components.OfType<T>().Where(c => c.IsActive);

/// <summary>
/// Returns a collection of all <see cref="EntityComponent"/>s attached to this <see cref="GameEntity"/>'s children that match the given Type or derive from it.
/// </summary>
/// <typeparam name="T">The Type to filter the components by.</typeparam>
/// <param name="includeSelf">Should the root <see cref="GameEntity"/>'s components be included in the collection?</param>
/// <param name="recurse">Should the components attached to grandchildren, great-grandchildren etc. also be included in the collection?</param>
/// <returns>A collection of all components that meet the specified conditions.</returns>
public IEnumerable<T> GetComponentsInChildren<T>(bool includeSelf, bool recurse) where T : EntityComponent {

	IEnumerable<T> ownComponents = includeSelf ? GetComponents<T>() : new T[0];

	if (_childEntities == null) // Just a safety precaution
		return ownComponents.Concat(new T[0]);

	if (!recurse)
		return ownComponents.Concat(_childEntities.SelectMany(e => e.GetComponents<T>()));

	return ownComponents.Concat(_childEntities.SelectMany(e => e.GetComponentsInChildren<T>(true, true)));


/// <summary>
/// Returns the first <see cref="EntityComponent"/> attached to this <see cref="GameEntity"/> that matches the given Type or derives from it.
/// </summary>
/// <typeparam name="T">The type of the component to look for.</typeparam>
/// <returns></returns>
public T GetComponent<T>() where T : EntityComponent => GetComponents<T>().FirstOrDefault();

What’s somewhat interesting here is the generic method GetComponentsInChildren that optionally recurses through the entire entity hierarchy and returns all the components of the desired type it can find. By now you should also be able to tell that I’m a big fan of LINQ. 😀

If we wanted to get the Sprite component of a game entity, we would simply do something like: “entity.GetComponent();”

If we know there are multiple components of the same type, let’s say Behavior, and we want to retrieve them all, we’d just go: “entity.GetComponents();”

We’re getting there…

The Himalaya engine is getting richer and richer in features. There’s still a lot to do, but I’m having a lot of fun developing this framework, even though it takes more time than I can afford to spend sometimes. 😀

There are a few more features I haven’t written about yet, but I’ll take care of that shortly. Next time we’ll focus on collision detection and response. I hope you’re looking forward to that.

And as always, let me remind you that the source code of the Himalaya engine can be found in my GitHub repository.

See you around!


YTMC DevLog #3: Maxing Out My Procrastination Skills


  1. Map Files can now actually be saved and loaded
  2. Maps can now be resized at any time
  3. Maps can now be shifted
  4. Optimized and documented code a bit further.
  5. Been hella lazy
  6. Regretting 5.

What I don’t hate myself for

Okay, so before I get deeper into why I made so little progress during the last two weeks, let’s look at the bright side of things. It’s not that nothing happened. It’s not that nothing was accomplished. But, unfortunately for me, it’s pretty safe to say, that what I actually got done was a matter of 3 hours tops. Wow, I’m really bad at seeing things from an optimistic point of view…

Anyway, let’s talk the new content!

Saving and loading

Yes, it’s true. An important step has been made, that got YTMC closer to actually serving a purpose. Lots of “doge” memes are popping up in my mind as I’m writing this. Maps created in YTMC can now be saved and loaded (wow, very progress, such improve, so effort).

The technical stuff around this was pretty straight forward and not time consuming in any way, since I had already gotten familiar with Unity’s serialization features beforehand. Also, the underlying data structure was basically already there thanks to me always thinking ahead as much as possible. Well, in programming that is. If only I could say this about life in general. 😀

So, basically all I had to do here was code a quick method that serializes all the important information of a map and saves it to a file. For this purpose Unity’s ScriptableObject class comes in quite handy as it makes this process pretty convenient for both the potential user of my tool and, of course, me as the developer. I already had a class called “MapFile”, which derives from ScriptableObject, ready and waiting to fulfill its purpose. So, I identified all the data within a “Map” object that needs to be stored in order to reconstruct it later and set up the “MapFile” class accordingly. So the above mentioned method basically creates an instance of said ScriptableObject and deep-copies all the important stuff from the “Map” class into it.

With that being said, it’s obvious that the loading method basically does the exact same thing in reverse. However, since I handle the rendering of the map that is currently being worked on inside the Map Creator’s UI through actual meshes attached to GameObjects, I also had to make sure those get recreated automatically. This makes loading a map take a while, depending on how big it is and how many layers it has. But, no matter how complex the map, we’re still talking about seconds here, so no big deal.

All of this was not rocket sience in any way and did not take very long to implement, especially because everything was laid out accordingly beforehand.


How do I start? The ability to change the dimensions of a map after it has been created was one of the things I’d been procrastinating to work on for a while. The reason was simply because it was such a tiny amount of work to do so that I was always like “I’m gonna implement it the moment I need it”. The underlying logic was already written and stuff. All that was left to do was create a simple UI to enable the user to actually use this feature. 

But get ready for some A1 irony. When I finally got my lazy butt to creating that UI, I was really sick. In fact, I was feeling so under the weather that I could not even handle simple math! There is a preview feature included in the map resizing UI that required some 6th grade mathematics to implement… That was something my temporarily medically impaired brain could not process at that moment. So this tiny little piece of work took me way longer than it should have. When I looked at it after I felt better I couldn’t believe how such a simple thing could have kept me busy for such a long time… Just embarrassing! 😀

Where has the time gone?

Yeah, I’ve already made it pretty clear that I have been very lazy. A lot of time passed without leaving any kind of productive result. That just sucks and there’s no excuse for it. I procrastinated the heck out of YTMC and the reason is simple: I lack discipline.

The other day, I stumpled upon a very interesing quote on twitter. It quoted a post by tumblr user theangryviolinist. They were asked by someone if they could provide a few tips on how to muster the motivation to keep on practicing regularly. And the answer was just brilliant. See for yourself: 

“[…] Better to cultivate discipline than to rely on motivation. Force yourself to do things. Force yourself to get up out of bed and practice. Force yourself to work.

Motivation is fleeting and it’s easy to rely on because it requires no concentrated effort to get. Motivation comes to you. You don’t even have to chase after it.

Discipline is reliable, motivation is fleeting. The question isn’t how to keep yourself motivated. It’s how to train yourself to work without it." 

– theangryviolinist

And even though I got so inspired by this, I still somehow managed to procrastinate my plan to get more disciplined. The only thing I never procrastinate is procrastination itself. Yea, pretty meta, huh?

But there were also other reasons I wasn’t that productive. Most importantly, my friend @theinfernogames was about to release his game “Battle Forever” and needed me as a tester. That consumed a lot of time, buf I enjoyed it and I was happy to help out. For more info on “Battle Forever” check it out on itch.io.

I’ll be back

I will terminate procrastination Arnold Schwarzenegger style and do my best to provide a new update as soon as possible. There is not much left to do, so it really shouldn’t be too long before “Yeti’s Tile Map Creator” is all finished and ready to be released.

Thanks for your attention!

YTMC DevLog #2: Flooded with Tools

This is part two of my developer log on “Yeti’s Tile Map Creator”, an extension for the Unity game engine.


  • Tile eraser tool is now fully functional
  • Added flood-fill tool that lets you quickly fill an area with a pattern of multiple tiles
  • Created a utility class that can be used to quickly and conveniently add keyboard shortcuts to the Map Creator
  • Added a few keyboard shortcuts

The new tools


Let me try to make this sound super exciting: 

Holy sperm whale stuck on a pear tree! With the newly introduced eraser tool all your mistakes will be forgiven! Accidentally misplaced a tile? Unhappy with your creation? Feeling miserable about your recent life choices? Worry no more! YTMC’s eraser tool will wipe out all of your little screw-ups and help you make things right again. And it comes in many different sizes! The future is NOW!

All jokes aside, it lets you delete tiles. That’s about as exciting as it gets. To create this tool, all I had to do basically, was make some minor tweaks to the method responsible for placing tiles. Oh, and the eraser can be resized. Yea…


I added a tool I honestly wasn’t sure I would when I started developing YTMC. But after a few test drives I realized that a flood-fill/bucket tool was indispensable. 

Since I never had to deal with anything similar to implementing a flood-fill tool for what you could call an image processing software, I consulted the good ol’ internet to get an idea of what an efficient and memory saving algorithm for the job would look like. I quickly found myself on Wikipedia with a pretty straight-forward solution (pseudo-code ahead):

Source: https://en.wikipedia.org/wiki/Flood_fill

I didn’t expect the thing to be too complicated. But I was a little surprised it was going to be THAT simple. 

As always in programming, there are of course plenty of other ways to implement this feature. But I figured this one was the best option to go for.

A lot of other solutions are based on recursion, but I was looking for a way that takes up as little memory as possible. Considering how many recursive method calls the process would make, I didn’t want to take the risk to leave the user with a stack overflow exception when they try to flood-fill a larger area.

My adaptation of the algorithm was implemented really quickly. However, I wanted a tool that can fill an area with not just one tile repeatedly, but with a pattern of multiple tiles. So, I extended the algorithm to meet that requirement.

Being lazy for the lazy

I wanted to accelerate the workflow for the user even more by adding keyboard shortcuts to YTMC. So, I thought about a way of implementing hotkeys without messing with any of the code I had already written.

What I ended up doing was creating a utility class that contains a collection of all the hotkeys available. This way, it’s really easy and convenient for me and future users of the tool to add new keyboard shortcuts that trigger a specific functionality.

Let me give you a brief insight into the code to give you an idea of what I’m talking about. Obviously, the following C# code was simplified for demonstration purposes:

Here’s a rough draft of the Hotkey constructor:

public Hotkey(Modifier m, Key k, Action<MapCreator> a) {
	// some stuff

So now we can add hotkeys to the HotkeyList utility class like this:

private Hotkey[] hotkeys = new Hotkey[] {

	new Hotkey(control, escape, (mc) => { mc.DoStuff(); })


For the “Modifier” parameter we pass a representation of the modifier key (alt, control, shift etc.) that needs to be held down for the shortcut to be triggered. Knowing that, I reckon you can guess what we pass for the “Key” parameter. 

The fun part is the last parameter. Here we pass an anonymous method that is to be called when the key combination is pressed. In this simplified example, think of “mc” as being the main window of the Map Creator. We can now let our anonymous function use all the public members of the Map Creator window and its components. This way, we don’t have to make any changes to the Map Creator’s code itself. Also, we now have an excuse to make use of lambda expressions to show the world how cool and clever we are. Amirite? 😀

Up next

I guess, my next bigger step will be to add a collision editor to the Map Creator. I’ve planned it to be a visual tool that enables the user to simply add closed polylines to the map that will eventually be converted to Unity colliders. But we’ll see what I’ll end up doing exactly.

The visuals

To conclude this devLog entry, I’m gonna leave you with a few gifs to showcase the progress of YTMC:

Tileset used in these examples made by: Reemax

See: http://opengameart.org/content/lpc-cavern-and-ruin-tiles

YTMC DevLog #1: Retrospection

What is YTMC?

YTMC stands for Yeti’s Tile Map Creator and it is an editor extension for the game engine Unity that allows the user to visually create 2D tile maps inside Unity without the need of any third party software. It’s quick and efficient and should improve the workflow of 2D game projects a ton. The tool is still in development, hence this devLog.

Catching up

I have been working on this project for a couple of weeks now; not continuously though. Now that I started this blog, I would like to document the progress in its development.

Since I’ve already been working on YTMC for a while, I dedicate the first devLog entry to catching up on what’s been done so far.

Tileset Creator:

A visual editor for creating, editing, renaming and deleting tilesets in a special format that is used by the map creator.

Key features already included:

  • Create, rename and delete tilesets.
  • Import tilesets in .png format (not that exciting)
  • Automatically extrudes the edges of the individual tiles to avoid visual seams and fragments when rendering the scene. This is a common problem with tile based games in the Unity engine. With this feature you don’t have to worry about that any more. The user can choose the amount of extrusion in pixels or completely disable this feature.

Map Creator:

A visual editor for creating 2D tile maps using the tilesets created in the tileset creator. (This is where the fun stuff happens.)

Key features already included:

  • Create a new map with given dimensions, tilesize and tileset.
  • Create up to 32 layers that can be re-arranged, deleted and renamed.
  • Show/hide layers.
  • Draw tiles onto the layers with the pencil tool.
  • Customize the layout of the Map Creator window.
  • Zoom in and out and move the viewport (WOW!!!)
  • The canvas’ grid and background can be toggled on and off (AMAZING!!!)

The struggles  of developing a Unity Editor extension

Unity serialization

Everyone who’s ever developed an extension for Unity will agree and probably burst into laughter followed by bitter tears of agony, when I say:

Unity serialization is a moody b*tch!

The way serialization is handled in Unity is pretty strange and unpredictable at first. I’m not saying it’s bad or anything. But I know for fact that I’m not the only one who had a hard time getting the hang of it. It simply does not behave the way you would expect and can deliver some strange issues that will drive you nuts initially.


However, once you get used to its quirks and bad habits you can use those to your advantage and develop workarounds for things you planned differently.

Due to the problems I had with serialization in Unity I lost some time and had to redesign a few ideas and data structures.

But me and Unity serialization are friends now. Not best friends, but… we’re getting along.

Memory Leaks

Another thing that gave me a few headaches at first were memory leaks caused by the way assets are treated in Unity. It’s always best to save procedurally generated assets to disk in Unity, that’s for sure. In some cases though, you certainly don’t have to. But you always have to make sure to destroy assets you created on the fly when they are no longer used.

Knowing all this now, I don’t have to worry about memory leaks anymore. The tool is running just fine without any problems!

Layer restriction

This isn’t a big deal at all, but I wanted to mention it anyway. I restricted the amount of layers for each map to 32. Technically, that limitation doesn’t necessarily need to exist. However, memory is limited and since the Map Creator creates multiple mesh assets for each layer, mermory could potentially pile up and slow down the user’s PC eventually. To avoid that, I decided to include this restriction. But I guess you should be good with 32 layers, right?

What’s planned and needs to be done

A lot of the key features are already done, but here are the things I will be working on next:

  • Eraser tool to delete tiles (already halfway done and just a matter of minutes).
  • Fill/bucket tool.
  • Selection tool for copy-pasting tiles.
  • Collision editor for visually adding colliders to the map directly on the Map Creator’s canvas.
  • Settings window
  • Help window
  • Change the current map’s tileset at any time.
  • The ability to actually save the maps! (LOL)

There’s probably more that I can’t remember now. =/

Anywho, that’s what this devLog is for, right? So updates are to come.

Additional notes

I’m trying my best to keep the code as clear and managable as possible (which is generally a good idea, lol) and provide documentation, so that people using this tools can extend it to their needs if they want to.

I plan on offering the tool for only a couple bucks on the Unity Asset Store. Don’t worry, it’s definitely not going to burn a hole in anyone’s wallet. I promise!

Visual impressions

Well, the headline pretty much sums it up. Here are a few visuals of YTMC. Remember that everything is still work in progress. Also, I’m not trying to showcase my mapping skills here. 😀

The tileset I used in this demonstration is from a game I created in cooperation with “Inferno Games” last year. It’s called “Runtime Error!” in case you want to look it up. Maybe I will post about it later.


That’s it for now

If your have any questions regarding this project, feel free to ask. I will try to update this devLog as often as possible to a reasonable extent.

Have a great day, everybody!