3 ms·
Hrmmm. Not sure this line of thinking makes sense. Game data access patterns are quite brutal. OOP for games results in extremely inefficient cache use, lots o
by forrestthewoods 3y ago
Hrmmm. Not sure this line of thinking makes sense.
Game data access patterns are quite brutal. OOP for games results in extremely inefficient cache use, lots of random access, and lots of pointer chasing.
ECS isn’t a “natural” fit for games. It’s quite difficult and ECS systems are still far from a solved problem.
The two most popular game engines, Unreal and Unity, are decisively non-ECS for almost everything they do.
In any case, I think the underlying principles of DOD apply to all programs. Specific solutions vary, as always.
- marcosdumay 3y ago> In any case, I think the underlying principles of DOD apply to all programs. Yeah, I do agree with that.
- DeathArrow 3y ago> The two most popular game engines, Unreal and Unity, are decisively non-ECS for almost everything they do. Unity is promoting Data-Oriented Technology Stack which includes ECS. They even made some tools to help translate between Gameobject based workflows and ECS based workflows.
- meheleventyone 3y agoAlthough most of the team has been gutted and it's still not in a great state.