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by learc83
1764 days ago
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>"for performance reasons" The quotes imply that this is a bad reason, but in soft realtime systems you often want complete control of memory allocation. Even in the case of something like Unity--in order to give developers the performance they want--they've designed subset of C# they call high performance C# where memory is manually allocated. In most cases if you're using an ECS, it's because you care so much about performance that you want to organize most of your data around cache locality. If you don't care about performance, something like the classic Unity Game Object component architecture is a lot easier to work with. |
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