3 ms·
Been looking at ECS architecture for game engines. As opposed to a scene graph you have big in memory tables of "things". This let's you say render all the leav
by kristov 5y ago
Been looking at ECS architecture for game engines. As opposed to a scene graph you have big in memory tables of "things". This let's you say render all the leaves on all the trees in one OpenGL draw call. As opposed to traversing a scene graph and constantly switching contexts of what is being drawn.
- dagmx 5y agoECS is more about shared components and batched processing of components, than it is about instanced rendering. You can instance render with or without an ECS quite easily, and an ECS doesn't negate a scene graph. Often you'll have a scene graph and an ECS. The scenegraph consists of the entities. Otherwise it can get difficult to do a lot of world scale processing like loading in segments etc..
- meheleventyone 5y agoAn ECS and a scene graph aren’t really mutually exclusive nor do you need an ECS to do instanced rendering.