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Unity muddied the waters by naming a component in DOTS "ECS", but I'm referring to the pattern, not that package, and the fact that you need to include Systems
by BoorishBears 4y ago
Unity muddied the waters by naming a component in DOTS "ECS", but I'm referring to the pattern, not that package, and the fact that you need to include Systems to have ECS is debatable: https://en.wikipedia.org/wiki/Entity_component_system#Is_%22system%22_first_class https://en.wikipedia.org/wiki/Entity_component_system#Is_%22...?
Even if you want to reduce it to "Entity-Component" the point is that the architecture they provide via Monobehaviors is ergonomic
It creates a very workable mental model for assembling complex game entities without relying on inheritance, and it provides reasonable tools to orchestrate them without introducing hard dependencies