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Hmm, I guess when I say “ECS”, I mean a setup where entities are solely IDs, components are data without functionality, and systems are stateless operations on
by danbolt 7y ago
Hmm, I guess when I say “ECS”, I mean a setup where entities are solely IDs, components are data without functionality, and systems are stateless operations on entities that have certain components “attached”.
I’d contrast this with a more traditional “OO” game or Unity’s actor/prefab way of doing things.
- BlueTemplar 7y agoOh, you mean game programmers rediscovering good OOP practices ? https://www.gamedev.net/blogs/entry/2265481-oop-is-dead-long-live-oop/ https://www.gamedev.net/blogs/entry/2265481-oop-is-dead-long...
- danbolt 7y agoSure? I guess so.