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Entity-Component-System, amusingly explained in this great talk from RustConf. https://www.youtube.com/watch?v=aKLntZcp27M https://www.youtube.com/watch?v=aKLn
by jdub 8y ago
Entity-Component-System, amusingly explained in this great talk from RustConf.
https://www.youtube.com/watch?v=aKLntZcp27M https://www.youtube.com/watch?v=aKLntZcp27M
- adnzzzzZ 8y agoThat solution is more burdensome than OOP
- Epskampie 8y agoDiagree. Unity works like this, and it’s great for attaching multiple behaviours to an object (i.e. a Player can be Hit, but an Enemy as well). It saves you having to make up a inheritence hierarchy that never seems to work out (Player extends Hittable or something? But it also needa these 10 other behaviours...)
- coldtea 8y agoNot at all. It also has excellent visibility, extensibility, and debugabillity.
- jcelerier 8y agobut... all ECS systems use classes or equivalent at some point
- coldtea 8y agoIf the classes are shallow that's fine. The problem is using classes to model the whole behavior, not using them to hold some values together.