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If you can quickly iterate with a component system, you can iterate even faster just with regular procedures. Component systems aren’t magic (in fact they intro
by jblow 8y ago
If you can quickly iterate with a component system, you can iterate even faster just with regular procedures. Component systems aren’t magic (in fact they introduce friction).
- blixt 8y agoThey're definitely not magic, but they're also not just friction on top of regular procedures. They have use cases and used correctly they make a game mechanics into composable and configurable puzzle pieces that are easy to move around. Things that are much more difficult when you write all your game code into a classic run loop. I think the debate here came down to whether a person who is inexperienced with either strategy for making a game is much more efficient with one thing or another, and I can't say that for sure. But I can say that in my experience the ECS pattern has had benefits for quick prototyping and experimentation, and shouldn't be dismissed out of hand in such a scenario.