The Difference between ECS and OOP #rustprogramming #indiegamedev #gamedevelopmentcourse

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Let's break down the core differences between Entity-Component-System (ECS) and Object-Oriented Programming (OOP). For programmers looking to understand game development paradigms, this short clip distills the essence of ECS and OOP. Dive in to see which might suit your next project!

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I would love to see a video about this!!! You’ve peaked my interest

LemmonTea
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Severely underrated. Great editing, great explaination!

JXQU
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Thx for explaning, I was needing that to understand the basic from basic about ECS.

CG-bhvm
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I would love to see a video about the entity component system.

LoesserOfEvils
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Old school POO using Aggregates is beautiful

ensuretime
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Please create a detailed video on C++ ECS

PriyamGhosh-ro
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Proper ECS like Bevy is so freaking hard..

samob-tzfw
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ECS is blazingly fast but make sure you know what your getting yourself in for. Everything is accessed via arrays and it can be quite difficult to program once you need a lot of crosstalk between entities. Also, unless you need thousands of entities to be updated every frame it's better to have a Unity style component system which is slower as it's looser memory wise but it's much easier to reason with.
Whichever system you use though make sure you can also use global entities/scripts that always persist and are easy to grab and interface with. They are very handy for orchestrating the seperate parts of the game like Resources, Input, UIManager, LevelManager, Game, etc..

quaker
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Yes, I would like to know about the difference between OOP and DOD and ECS, especially about what you said in the comment above "Is this the same as Data Oriented Programming?", with "entity=velocity" and "attribute=value" and for DOD (Data Oriented Programming/Design) would it be like a "key/value" of a map?

Lucianovianasouza
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So you're not making any objects of these structs are you? I was thinking you made an instance of a struct and made that a member.

brandonblue
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Turning on the bell and waiting for your new upload :D

mohammadanton
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would this not be the same thing as OOP ? just not in the same file ?

grimlockfgz_
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This is just objectively oriented programming

Justplaying
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simple ECS is the way to go. just go really small with the granuality and your good to go :)
killable, bleedable, hitable, fkable... so on...

Adrian
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Is this the same as Data Oriented Programming?

fuzzy-
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I've been using this pattern in my project, but I just can't help but feel this structure is too rigid and awkward. It makes sense for these simple examples with a transformComponent, but once you have a bunch of really unique entities (like a "Zombie", or "Torpedo") you have to start doing weird things like having ZombieComponents or TorpedoComponents. And unless you're using something like a sparse array, it's going to mean a lot of unused space for every entity that doesn't have those components.

kolosso
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This architecture is too complicated if you want to make a complicated game with lots of entity connections. Sooner you get their, sooner you will understand that.

cheerwizard
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No sir, that's not how it works. Now you gitta do the video

Sturm
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I tyhought this was a video about this... ffs

adamrushford
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thanks for the editing and comments. Your accent is not easy to understand for non-natives.

ZettaiKatsu
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