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Hierarchical component based designs have been around in game-dev for ages. I first used them in '05 but I remember prior art even before then. It was pretty co
by vvanders 5y ago
Hierarchical component based designs have been around in game-dev for ages. I first used them in '05 but I remember prior art even before then. It was pretty common to have a declarative way to define components(usually through a scripting language like Lua or sometimes custom DSL).
I agree on the performance aspect, any inner-loop stuff always was down in a native language or heavily JIT'd path, but even then data layout drove it even more which usually required structuring the upstream systems ahead of the core logic. It's the reason why there's no "one-size fits all" game engine. They all make very discrete trade-offs in terms of entity counts, open world vs constrained layout and the like.