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by meheleventyone 1709 days ago
Frictions a funny thing in this sense and what hurts one person helps another.

One example is that a concrete entity is much harder to change than one that is composed of concrete components. So for example an artist I work with took some components from an FPS game we made, some other random components we had and a couple of components made in people’s spare time, made a bunch of art and ended up with a pretty convincing prototype of a multiplayer shooter. He couldn’t have done that at all following a concrete entity approach.

Composition and in particular making composition data-driven and runtime malleable is very flexible even if you don’t care for the ECS approach.

But a large part of the problem is that we end up promulgating opinion divorced from context and often a lot of that context is not really more complex than the approach someone is used to. Like if you have no problems with the concrete entity approach which has been a successful pattern since forever then there isn’t that much compelling you to change. That doesn’t make it the one true way or that because someone famous and opinionated likes it that there isn’t an alternative that will better serve someone else’s needs.

Horses for courses.