@Jonathan_Blow Hey, can I ask why you don't like the whole ECS movement in games? Is it just because it's bad to take one architecture and apply it to every game ever? Should games chose architectures that solve their specific problems instead?
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Replying to @dave_colson @Jonathan_Blow
I believe he’s gone into detail about this in past streams but his answer is basically what you said above. It’s mostly overkill for most games and there just isn’t a silver bullet out there that fits all projects. At the end of the day simplicity is the name of the game.
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Replying to @aortizelguero @Jonathan_Blow
Yea I suspected as much. I'll have to go find one of those streams, I have not seen most of them.
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Replying to @dave_colson @Jonathan_Blow
Yeah I've watched a bunch but not all of them either.
@osor_io might know some specific ones about this topic since he's the office Jai evangelizer
. Off the top of my head I remember this one: https://www.youtube.com/watch?v=4t1K66dMhWk … Ask him on stream next time if you get the chance!1 reply 0 retweets 1 like -
It's just that most games don't need anything that complicated. Example, neither Braid nor The Witness had anything remotely as complicated as a component architecture. It makes more sense when your job is to make a game engine that external people use without modifying much,
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Replying to @Jonathan_Blow @aortizelguero and
(e.g. Unity or the tech team at a development studio with non-engine programming teams), but very little sense for most independent developers building their own system.
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That's fair, did Braid and the Witness just do whatever was applicable such as arrays of data for like objects and such?
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They each did whatever they needed to do for the circumstances ... which was pretty simple in each case.
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