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A great FAQ on ECS is available here:
So you get cache locality as you're running through your transforms.
Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.
If you want to experiment with it Unity has some great examples under their new DOTS system
https://github.com/Unity-Technologies/EntityComponentSystemS...
APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.
To me data oriented subsystems are fine, but not as a core concept for your game's architecture.
So you get cache locality as you're running through your transforms.
Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.
If you want to experiment with it Unity has some great examples under their new DOTS system
https://github.com/Unity-Technologies/EntityComponentSystemS...
APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.
To me data oriented subsystems are fine, but not as a core concept for your game's architecture.