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by bluejekyll 2841 days ago
I'm not familiar with the parent comment, but after seeing this talk at RustConf, I've been strongly considering this pattern as a better way of storing associated data to an entity than OO design, especially in regards to high-scale systems where portions of an Entity might be stored across different datastores.

The idea of operating on individual components of an entity is very compelling in those cases, it's not even novel. We often have done this by pulling data out of datastores in parallel array like requests. The difference with this model is that it creates an elegant interface over the data for an entity that isn't a bastardized version of OO, instead just the data and structures you need present in the context in which your working.

As a non-gamedev, I found this really compelling.