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by BrS96bVxXBLzf5B
1766 days ago
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> I think there’s two orthogonal things being conflated by you.
> It’s flexibility built on a tower of complexity Agreed with the 'flexibility on a tower of complexity', 100%! :) was trying to not appear too dogmatic by describing is as 'accessible composition'; generally any solution that is 'accessible' is also broad enough that it has as many flaws as benefits, and an ECS definitely isn't an exception. > These architectural patterns are fun to argue over and obsessed over by armchair game developers but are a trap if you’re trying to make a game rather than a general purpose game engine. Again, agreed. Speaking from experience as an iterator and rapid prototyper who has used an ECS for years, and has been bitten by the complexity but hasn't been able to beat the flexibility of being able to just write something like `entity->Add<ScaleAnimation>(...)`, `entity->Add<DestroyAfter>(...)`, `entity->Add<Autotranslate>(...)`, `entity->Add<Sprite>(...)` to be quickly and easily create a thing that looks nice, pops in smoothly, moves effortlessly, destroys itself thoughlessly. It lets you move between ideas quickly and then you can pivot to addressing concerns if any show up. |
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