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by cardanome
1710 days ago
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ECS is for me the natural way to design games. I wouldn't even know to design them any other way. I started game dev with love2d which is a pretty minimalist framework. When I participated in a game jam, I needed a very flexible system that would allow for quick prototyping and would handle many different entities. I ended up writing something which I later realized would be an ECS system. It worked great and I would copy it over for other games. I know there is that ECS-faction that is talking about performance benefit and stuff but honestly I don't care. I don't even know most of the terminology these people use. I just use ECS to structure my code while being very flexible. I use OO in other domains but it would never occur to me to structure games that way. OO just feels way to brittle for a domain where you do lot's of experimentation and can't really know what you will need and how your entities might end up looking. |
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"Component Software: Beyond Object-Oriented Programming"
https://www.amazon.com/-/en/Clemens-Szyperski/dp/0201745720
One of the first publications on the matter.