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by Morgawr 3675 days ago
Most modern engines, as far as I know, implement a component-driven approach. You can see it in pretty much any kind of public engine like UE or Unity and it works really well. Composition over inheritance any day. I don't really see why you claim that it seems to be vaporware, considering it's one of the most implemented types of game engines currently.

It is true that there are some degrees of limitations and implementations that different game engines go through and none of them is a 100% pure CES engine (something like http://www.chris-granger.com/2012/12/11/anatomy-of-a-knockou... ), where all systems are separated from the components and the entities containing them. Usually you'd have sets of components and systems and whatnot and different hierarchies, but the gist of it is still a Component-driven system.

1 comments

> It is true that there are some degrees of limitations and implementations that different game engines go through and none of them is a 100% pure CES engine

One thing I vividly remember from learning about ECS is that the main sources on it repeatedly remind you that what UE or Unity do is not ECS, and that the way they understand the concept of "Entity" and "Component" is different. Entity Component System is not what UE or Unity do.