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In general in Rust game engine culture right now there is a strong trend towards using entity component system based design. Sometimes this is a definite good
by gameswithgo 4y ago
In general in Rust game engine culture right now there is a strong trend towards using entity component system based design. Sometimes this is a definite good thing, for certain kinds of games it can have benefits both for performance and coding niceness. Entity component systems also play nicely with Rust's borrow checker.
But, in my half educated opinion, it creates a massive amount of unnecessary complexity for many types of games. If you are making something pretty basic like pong/pac man/ simple 2d rpgs, etc, you just have all this infrastructure and all these new paradigms when all you wanted was a way to efficiently load and draw sprites and play sounds.