Hacker News new | ask | show | jobs
by adamrezich 1431 days ago
I'm having trouble understanding the question—there's plenty of open-source games that do not use ECS or a Unity-style scene graph. this mode of thinking being the default is relatively recent in the history of video game development. if you've never tried something like that before, PICO-8 might be a good starting point. this blog post might also prove useful: https://www.gamedev.net/blogs/entry/2265481-oop-is-dead-long...
1 comments

> I'm having trouble understanding the question

I've only slightly dabbled in game engines, and have only been exposed to ECS and scene graphs, so I was asking for other methods, since they don't seem to be nearly as popular. Searching gives me results, but I can't qualify them, so maybe aren't "interesting" to actual game devs. I added "practical" because this is HN, where sometimes theoretical tangents take hold. :)

But thanks!

Honestly I think most sensible ways of organizing renderable entities end up approximating either ECS or scene graphs. The difference is that you’re doing the management yourself instead of relying on engine’s functionality, so you get way less features but way more performance due to lack of unnecessary overhead.