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robohamburger | 7 years ago
However, I started with a simple stupid solution you describe. Despite that, I quickly realized I was going to end up coding an ad-hoc version of an ECS if I keep trying to do my own thing.
For reference, I am making a sim game like dwarf fortress so it has been kind of nice, though I think in the fullness of time I will probably end up writing my own ECS to replace specs or start contributing stuff to it.
I have used unity and UE4's "ECS" and I could see how they get a bad wrap. They aren't very good ECS systems and because the engine uses this model it forces people to use it.
One of the big advantages of writing a game from "scratch" is you are not burdened by weird architectures that don't make sense so experimenting first before makes sense. I don't know if I agree that ECS never have a place in game programming.
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