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by pizza234
653 days ago
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While any design requires discipline, ECS systems have little or no coupling between them, and they very easily end up all over the place; in addition to the chaotic design, one ends up also not having an idea of what happens when. For this reason I agree - developing games using an ECS design requires more discipline to manage complexiy, compared to an imperative one. |
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With regards to the chaos: I think it can be avoided, but like you said it requires a bit of discipline. I don't feel like it required that much more than normal software engineering (but I'm also the type of person that documents and tests everything even on personal projects lol). The plug-in system makes it easy to help bring order too.
This is all through a bevy-tinted lens, since I've done very little game dev (dabbled with UE and Godot) outside of bevy, though!