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01 March 2017 - 01:03 AM
16 October 2016 - 07:07 AM
18 September 2016 - 04:11 AM
07 July 2016 - 11:57 PM
14 June 2016 - 05:40 AM
>> It's how often you combine these things into game objects like ships, or cars, and make new ones with tweaks etc. [/size]
that's what i call defining a new "entity type". IE a new kind of "game object". some games must do this often and have many people who must be able to do it with various skill sets, and some games do not. like most things it depends on the work to be done, and the size and skills of the team.[/size]
IE if you were going to bang out pong, pacman, galaga, space invaders, or missile command, etc. by yourself on weekend just for fun, you wouldn't bother with ECS.[/size]
As Norman Barrows stated. It depends on the game. The example there don't need it.
Personally, I like the Unity approach. You get most of the benefits of components without the unnecessary trouble that complete decoupling causes. None of the games I've worked on that shipped - or the ones that were cancelled! - used the "entity is just an ID" mantra because it buys you little but costs you a lot in terms of code clarity and predictability. Some of the people above will disagree, obviously.
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