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> I think with the ECS-queries approach the code comes out to be quite ergonomic. I tend to agree, and I think it's something that doesn't get promoted enough
by danbolt 6y ago
> I think with the ECS-queries approach the code comes out to be quite ergonomic.
I tend to agree, and I think it's something that doesn't get promoted enough as an advantage of ECS compared to cache hits and parallelism. When a programmer wants to add a new feature to a game, they can slot their system into the game's tick and avoid stepping on their peer's work as much. They won't need to edit `Entity.cs` or an inheritance tree, and it's much easier to reason about the order of updating game data per frame. It also makes code ownership and code reuse a bit easier to divide up too. I'd take an ECS system even with a performance penalty, as the organizational benefits really add up over time.
- nikki93 6y agoGlad to see some agreement there. I'm interested in building an ECS-based approach for a UI system at some point. The Yoga layout engine (implements flexbox -- https://github.com/facebook/yoga/tree/master/yoga https://github.com/facebook/yoga/tree/master/yoga) seems to actually be pretty amenable to just incorporating as a `Layout` or `Flex` component, then you could have components for platform-specific renderings (eg. `iOSTextInput`, `AndroidTextInput`, `DOMTextInput` in wasm, ...) that could read from cross-platform common components (`TextInput`). A core aspect would also be a `Hierarchy` component that just has a parent entity id and a list of child entity ids (that it keeps in sync properly). Then bind things to JS and allow you to code it from React, while still being able to eg. run an animation thread for some specific animations that just queries and reads/writes the `Layout` and `AnimationSpec`s etc. Interesting talk re: data oriented design for a webby animation engine here actually: https://youtu.be/yy8jQgmhbAU?t=620 https://youtu.be/yy8jQgmhbAU?t=620