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On the topic of performance, in these many years I've been experimenting with game development, I've grown quite a liking to ECS design. It favors composition over OOP, and I think it's the right choice for such an endeavor. In particular, I've been eying flecs, which has a really interesting way of representing relationships between entities, something that other ECS implementations out there seem to lack. Thanks to tightly packed arrays and accessing them directly, you can quickly query, iterate and update millions of entities and their components.
That's where we differ! I view them as a higher level language that gives a lot more flexibility and let's you write the same logic with less code. :D But I totally understand the feeling -- typing is one of the great holy wars. Regardless, there are statically typed scripting languages that should work well in games: Lobster, AngelScript, TypeScript (compiles to JavaScript or Lua), Teal (compiles to lua), and probably many more I'm unaware of.
Related posts
- Flecs 3.2, a high performance game development framework for C and C++ is out!
- Flecs 3.2, an Entity Component System for C/C++ is out!
- I put together an online playground for learning ECS without code (link in comment)
- If you used another engine before, what made you switch to UnrealEngine?
- Storing the data type of a variable