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by saghm 64 days ago
It's a single data structure that contains your entire game though? The whole point of the ECS is that literally everything uses the same data; it's like if you modeled every object in the world with one struct that has an optional field for every piece of data that could exist. I'm not saying that necessarily makes the tradeoff worthwhile, but calling it a "single data structure" is a bit reductive.
1 comments

It's a single data structure that contains your entire game though?

Are you asking?

but calling it a "single data structure" is a bit reductive.

No it isn't. It's like a tiny database. Depending on how someone implements it, it could use arrays, hash maps and b-trees. There is no universe where this means a binary that does nothing should be 50 megabytes.

> It's like a tiny database.

No it isn't. It also handles system management and concurrency, basically the main loop of your application.

I also would be cautious of assigning the blame of the binary size onto the data structure on its own.

I would say yes it’s like a tiny database but as well as all the other things your added. And I think that’s a good thing, because it does this at the type level!

I’m actually seeing if I can build a parser using bevy_ecs just because the way their state machine works, it looks like it would be fun

system management

What does that mean?

concurrency

Some data structures and databases deal with concurrency.

In this case systems are the S of ECS and contain all your game logic, acting upon the entities and components (E and C).

By system management I assume they mean the APIs bevy offers for scheduling and sequencing systems and events so your game logic remains modularized while still running in the correct order.

It seems like you're calling an entire game engine "ECS". I'm not sure what the point is here, the whole question was what justifies having a 50 MB hello world binary. It doesn't matter what you put into a data structure, the data structure itself shouldn't make 50 MB binaries.
No, they aren't calling the entire game engine "ECS". Entity-Component-System is an architecture that Bevy is structured around.

As I have previously stated, I wouldn't blame the data structures used behind Bevy just yet, given Rust's tendency for making bloated binaries. What is taking the most space in this 50MB binary? How does it scale with the complexity of the application?

Exactly this.