3 ms·
That's because ECS is a database. I'm not exaggerating. "[ECS] is a database" appears in Scott Bilias's seminal talk on ECS. As Bilas put it, ECS is a data-driv
by kelseyfrog 2y ago
That's because ECS is a database. I'm not exaggerating. "[ECS] is a database" appears in Scott Bilias's seminal talk on ECS. As Bilas put it, ECS is a data-driven, in-memory columnar store optimized for hot-path queries over components.
The reason OOP-based games have the problems they do is because they're essentially solving an ontological problem taxonomically. This mismatch over-complicates the solution.
1. Slide 12 https://www.gamedevs.org/uploads/data-driven-game-object-system.pdf https://www.gamedevs.org/uploads/data-driven-game-object-sys...
- bob1029 2y ago> The reason OOP-based games have the problems they do is because they're essentially solving an ontological problem taxonomically. I think this issue is not constrained to OOP-based games. Many business models are not possible to express directly (cleanly) using a heirarchy of OOP types due to concerns around circular dependencies and serialization.