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> Games just happen to have a lot of operations that need column-based access. And that's not even true for many code areas in typical games, only where there'
by flohofwoe 3y ago
> Games just happen to have a lot of operations that need column-based access.
And that's not even true for many code areas in typical games, only where there's at least a few thousands 'things' to process (e.g. particle systems or navigation/collision systems).
DOD makes a lot of sense within specific subsystems, but not necessarily in high level gameplay code (outside specific genres at least).
- lyu07282 3y agoYou can see that in bevy, it feels like they are slowly reinventing a relational database and query language, every time they discover another limitation in their pure ECS architecture they add another macguffin to make it work.
- GenericCanadian 3y agoIts true, Bevy is quite limited with only simple parent/child relationships[0] and much of the community is looking for more structured relations. As it stands its pretty common to hold a `HashMap<Index, Entity>` and manually manage the data structure through derefs or some system that keeps it consistent. Ideally only using it for lists of entities that remain static like a tilemap. [0] https://taintedcoders.com/bevy/hierarchy/ https://taintedcoders.com/bevy/hierarchy/