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jeremycw | 4 years ago

You're right, when I mentioned "taxonomy, abstraction and world-modeling" I meant as it pertains to code organization in the tradition OOP/OOD sense where it's generally about naming classes, creating inheritance hierarchies, etc. Data-oriented design is _absolutely_ concerned with the data schema. I would, however, disagree that the focus should be on "building the world" with your schema. To me this means creating the schema based off of some gut/fuzzy feeling you get when the names of things all end up being real world nouns. To me creating a good schema is less about world building than it is about having the exact data that you need, well normalized and in a format that works well with the algorithm you want to apply to it.

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nikki93|4 years ago

I don't think ECS necessarily means a "build the world" approach. I think it's best kept at the level of a data structure with some given set of operations: create entity, destroy entity, add component to entity, remove component from entity, get component on entity, and the big one -- query / iterate through component combinations on all entities that have them.

Just like arrays and structs, it's yet another data structure to be used in the general data-oriented approach, one that becomes useful because those creation / destruction patterns come up in games and adding and removing components is a great way to express runtime behavior as well as explore gameplay.

The "focus" on ECS may just come from it being an interesting space as of late vs. arrays, structs and for loops that have been around for ever, but it's mostly just an acknowledgement of common array, struct and for loop patterns that arise. There's also a lot out there about the systems part and scheduling and event handling but I think it's almost best to start out with simple procedural code (that then has access to the aforementioned data structure) and let patterns collect pertinent to the game in question.

One big aspect I personally dig is if you establish an entity / data schema you get scene saving, undo / redo, blueprint / prefab systems that are all quite useful and basically necessary if you want to collaborate with artists and game designers on a content-based game, and empowers them to express large spaces of possibilities without editing the code.