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by jeremycw
1764 days ago
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> Doesn't the former enable the latter? 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. |
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Good luck with that when the exact code to solve the problem is not the exact code the next week, because the problem has changed or evolved.
Not to suggest an ECS is the answer, but this line of thinking is reductive to the realities of creating a piece of art. It's not a spec you can draw a diagram for and trust will be basically the same. It's a creature you discover, revealing more of itself over time. The popularity of the ECS is because it provides accessible composition. It's not the only way of composing data but being able to say "AddX", "RemoveX" without the implementation details of what struct holds what data and what groupings might matter is what makes it appealing.