Entity Component Systems
Discussions center on Entity Component Systems (ECS), their popularity and benefits in game development for performance and architecture, comparisons to OOP, and potential applications outside gaming.
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Use an Entity Component System (ECS).
Half-OT: Anyone tried to apply ECS in a different context than games?
Weren’t games already written with entity component systems?
Entity component system is popular for this
You would probably benefit from watching a talk or two on ECS (Entity component system).
Entity-Component-System is so much nicer paradigm than any hierarchy. I wonder why it's not used much outside of gamedev.
Sounds like you discovered the Entity-Component System.
What do the pros use? Why is ECS bad in a game/simulation type program?
Hmm no not really in my experience. Even the old "Entities and Components" system in Unity was better, because it allowed to compose GameObject behaviour by attaching Component objects, and this system was often replicated in C++ code bases until it "evolved" into ECS.
ECS, the emerging game pattern, breaks off the state-modification code as well