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by BobbyJo
1764 days ago
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> Focusing on a _code_ design pattern is the antithesis of _data_-oriented design Doesn't the former enable the latter? Ideally, language (both human and machine) would have the semantics needed to represent all transforms, but that's not the case. Code you rely on, since none of it is written in isolation, needs to enable you to implement data-oriented design should you so choose. Also, I don't think pointing out that 'all games are essentially...' is particularly useful. It's true, no question, but that doesn't mean it's the most useful mental model for people to use when developing software. Our job as engineers is to make software that functions according to some set of desires, and those desires may directly conflict with approaching an optimal transform. |
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Not necessarily. ECS is a local maxima when developing a general purpose game engine. Since it's general purpose it can do nothing more than provide a lowest common denominator interface that can be used to make any game. If you are building a game from scratch why would you limit yourself to a lowest common denominator interface when there's no need? Just write the exact concrete code that needs to be there to solve the problem.
> Our job as engineers is to make software that functions according to some set of desires, and those desires may directly conflict with approaching an optimal transform.
All runtime desires of the software must be encoded in the transform. So no software functionality should get in the way of approaching the optimal transform. What does get in the way of approaching the optimal transform is code organization, architecture and abstraction that is non-essential to performing the transform.