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I've gotta say though as a beginner, I found ECS more approachable than the Actor/Object systems common in engines. Granted, I do a lot of FP and digesting data
by Weebs 6y ago
I've gotta say though as a beginner, I found ECS more approachable than the Actor/Object systems common in engines. Granted, I do a lot of FP and digesting data, so a series of systems to operate on data is sort of home turf. In the end though, I've been using the traditional OO systems in Unity because most educational resources + documentation are so focused around that
- slmjkdbtl 6y agoInteresting, the idea of ECS is intuitive to me but actually doing it is kinda hard, mainly because the scope of ECS is kinda vague there're some stuff that you aren't supposed to do with ECS, if you try to do every single aspect of your game in ECS that might result in some messier code. I actually think the Unity way is not bad, it's also a series of components compose an entity, the only difference is not separating data and logic which I found easy to work with and not bad at all.