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by inigyou
2 days ago
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My experience with ECS is that you shouldn't use an "ECS system". You should just do ECS. Have an array of all your particles and then update all the positions according to the velocities. Don't use a framework where you do something like get_all_entities_with<Particle, Position, Velocity>(). Just have struct particles {vector<vec3> positions, velocities;}. Well, managing those parallel arrays gets pretty annoying, but you solve that with a parallel-array class template rather than a whole framework that promises to do everything. (You might not actually need parallel arrays anyway - AoS might work just fine here because you usually touch each field of each particle once per frame and exactly in order.) |
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Also: just having stuff in an array or vector invites you to the ABA problem. You need a generation counter in there too, or else the array indice may get reused if something is deleted and another thing is reinserted at the same index. But that's yet another boilerplate that would easily be overlooked if you had to do everything manually.
Also: you seem to be saying this with C++ in mind. Do you think that applies to bevy_ecs too?
Modern Bevy has relationships to make sure that if an entity has a component that refers to another, it doesn't become dangling. It works a bit like foreign keys in databases. I think this makes ecs much more usable
(as an aside, there is a whole host of analogies between ecs and relational databases. entity archetypes are tables, entities are rows, components are columns, and systems are queries). Nobody tells people to just write their database from scratch though)