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by ajmmertens 1168 days ago
The opposite also applies: don't reinvent the wheel if you want to get something done.

Existing game engines like Unity/Unreal already have builtin solutions for entity management, but if you're (for whatever reason) using something that's more custom you can avoid having to reinvent entity management by using an ECS library. Similar to how you'd use libraries like SDL/bgfx/sokol for graphics.

2 comments

This is true to a point if you need a general purpose entity management framework that will scale to whatever but a lot of games in the "make a game not an engine" vein don't need that complexity. Adding a dependency can save time but can also be its own rabbit hole.

One of those things where discussing theoretical stuff doesn't help because "it depends". :D

This. Some people prefer fully-featured large engines (even for small games) and some prefer a set of libraries to mix and match.

I'm happy that a really cool option with a C API exists.