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From the article: Using ECS Nothing prevents you to use an ECS solution in Godot. In fact, I strongly suggest to check Andrea Catania's fantastic work on Gode
by Shorel 6y ago
From the article:
Using ECS
Nothing prevents you to use an ECS solution in Godot. In fact, I strongly suggest to check Andrea Catania's fantastic work on Godex, which aims to bring a high performance ECS pluggable implementation.
- yellowapple 6y agoThat paragraph really should've been the focus of the article, front and center - and from there an explanation on why it ain't built-in.
- UnpossibleJim 6y agoI'm a fan of Godot, so I'll state that in the beginning, so I'm biased. But I took a look at her(?) GitHub page and wondered why there isn't more effort being put into this branch. Even from his own words, ECs is a more efficient style when a large number of objects/nodes are involved, or when optimization becomes important. At the moment Godot is really only viable as a 2D engine, as it tends to bog down when used as a 3D game engine even though it has all but replaced the default Blender engine (their recommendation). So in order to get a viable 3D project, a user would have to use an experimental ECS version (no offense to the creators, they are working hard and I do have high hopes for this project. I'll most certainly be experimenting with it) using the C# version, which is still fairly new. Now, the fact that a small group of devs can make an indy project/proof of concept with Blender and Godot, or students can make a group portfolio that is viable - these things are AWESOME. Granted. But it still comes out of a quasi Frankenseinian lab as they have chosen to go with OOP instead of ECS, it seems, even though a path does seem laid out before them. P.S. here's the link to the ECS project: https://github.com/GodotECS/godex https://github.com/GodotECS/godex
- pezezin 6y ago> But I took a look at her(?) Seems to be a guy, Andrea is a male name in Italian, and female in pretty much any other language.