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The final paragraph has the Crux of the issue imo. They admit their proposed solution of statically declaring functionality in an entity has a downside. > The
by the_real_cher 2y ago
The final paragraph has the Crux of the issue imo.
They admit their proposed solution of statically declaring functionality in an entity has a downside.
> The main limitation is of course that entity types are locked down at compile-time and cannot be changed dynamically.
ECS is used I believe mainly in highly dynamic games.
His proposed alternative to statically hard code functionality in entities is great if you don't have a dynamic functionality which a lot of games dont.
For games like RPGs or space exploration where you have a variety of different entities with a variety of different components you can't really hard code things.
ECS is a great tool in certain situations. Not a great tool in others.