gabereiser
Joined 6 years ago
Joined 6 years ago
This wiki is the Bible for ECS/ECBS systems: http://entity-systems.wikidot.com/
Having an ECBS system: one could model all the permutations as described while keeping code concise, shareable, and non-repeatable. Unity is really an ECBS.
Inheritance vs non is as old as OOP vs functional. Each has their place, each has their pros and cons. Having functional components and behavior traits attached to object inheritance based entity nodes is probably the best of all composition. Entities can get more and more complex with inheritance chains (further classifying what components can be attached), components can include behaviors, data, events/triggers, sub-components. Behaviors (triggering events or waiting for) is where your game logic would mostly reside.
One could say the fake part was not “approved”.
I do love their chicken though.
I whole heartedly disagree. There’s an entire class of performance tuning you can do to math intensive applications that absolutely require knowledge of assembly to squeeze that last 0.5% out of the machine.
Video Games, Video Editing, Image Editing, Simulations, Scientific applications, all benefit from having some assembly sprinkled into their algorithms for speed.
Because of this, I don’t need crates or packages to do things for me, I’m capable of doing it on my own. I’m capable of building a 64kb demo scene executable. I’m capable of building a hardware accelerated video decoder. I’m capable of parallel vector operations because I can haz assembly. I can disassemble and reassemble binaries, libraries, files, stacks. I can even inject my own code.
If you have no need for speed and efficiency, then I’m sure a browser-based desktop app with some JavaScript will be fine for your use case.