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The industry has redefined the terms to refer to a system nobody uses instead of the system widely used? That's odd.
by stefan_ 4y ago
The industry has redefined the terms to refer to a system nobody uses instead of the system widely used? That's odd.
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- bcrosby95 4y agoI'm only a hobbyist game dev, but I've always understood EC separately from ECS. EC was the answer to God objects and deep, inflexible inheritance hierarchies. Among other things, ECS is partially a performance play - it's more cache friendly. I'm not sure what all the tradeoffs are though, I've only really used EC.
- forrestthewoods 4y agoNo, ECS is a relatively new term. It wasn't used 15 or even 10 years ago. Unity never once used ECS to refer to their MonoBehavior framework. "Component Systems" were popularized ~20 years ago. I'd consider Unity MonoBehaviors a typical Component implementation. Scott Bilas's 2002 GDC presentation "A Data-Driven Game Object System" helped evangelize the idea. ECS is a new term that implies a handful of implementation details. The name is somewhat confusing, but it's not redefining a previously popular term. I believe the first time ECS made an appearance at GDC was Blizzard's stellar 2017 talk "Overwatch Gameplay Architecture and Netcode". The term went mainstream in the years after this.