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Strong disagree. I suspect the number of people in the world who agree with your definition is vanishingly small. Unreal's framework is a mix of inheritance an
by forrestthewoods 4y ago
Strong disagree. I suspect the number of people in the world who agree with your definition is vanishingly small.
Unreal's framework is a mix of inheritance and components. It's clunky AF. AActor I'm looking at you!
Neither Unreal nor Unity provide a mechanism to cleanly query such as "give me all gameobjects in the world contain this set of components". And they definitely don't provide a mechanism to perform that query quickly.
Unity will let you search from components within a GameObject, in children, or in scene. These queries are also slow as fuck and should generally be avoided.
The type of code you write in Unity and in a Bevy-style ECS is quite different. I think ECS is overrated in some ways as it's actually pretty difficult and non-obvious how to accomplish a lot of tasks.
I don't love the name ECS. It's just not a great name. However I've come to terms with it. ECS has colloquially come to mean something that is extremely distinct from MonoBehaviors. You're welcome to keep fighting the community accepted definition if you want. I don't think it's useful or helpful to do so.