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ajmmertens

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Sat, Dec 29, 2018, 2:42 AM UTC
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About ajmmertens

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    Comment #38713732

    Judging by the system & component names this looks to be pretty well designed tbh. There are a lot of systems for sure, but considering this is a city simulator that's kind of expe…

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    Comment #38713693

    > I bet the current design passes and queries data all over the place, very redundantly That's not how ECS works. A system has one or more queries that provide it direct access to …

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    Comment #36242412

    The query engine works on top of an Entity Component System (ECS) storage that stores entities and their data in cache coherent (SoA - https://en.wikipedia.org/wiki/AoS_and_SoA ) d…

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    Comment #35445384

    Or if you want code that's easier to extend, read and don't want to do your own memory management. Here's a bit of code from that project that generates a monster: https://github.c…

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    Comment #35442868

    The same goes for Flecs: - it has tools like https://github.com/flecs-hub/explorer that work with any Flecs project - it has builtin support for hierarchies/prefabs and more ( http…

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    Comment #35442512

    The way you frame the question already suggests a solution, and one that indeed doesn't fit ECS that well. That doesn't mean you couldn't design a DAW using ECS, but you'd have to …

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    Comment #35442297

    > but still ECS incurs massive overhead compared to basic arrays of structs I actually know of quite a few projects that use ECS as the foundation for a low level rendering library…

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    Comment #35440884

    The opposite also applies: don't reinvent the wheel if you want to get something done. Existing game engines like Unity/Unreal already have builtin solutions for entity management,…

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    Comment #35440805

    I'm definitely not going to argue that you need ECS to do much of anything, but ECS has come long way in the past 4 years from a tool that lets you have lots of entities in a game,…

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    Comment #35440664

    It could be yep. One of the things that makes it a good fit for this use case is that Flecs has a query language that supports things like graph traversal and joins. Combined with …

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    Comment #35440585

    Definitely possible. I know of a project that used an event-based architecture to decide when to run ECS systems.

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    Comment #35440562

    The biggest reason for me was to reduce compile times, which got cut into approximately half when I replaced STL containers with simpler custom ones. This starts adding up in large…

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    Comment #35440492

    Pretty close, but there's a bit more to it. This post goes over one way an ECS can store data: https://ajmmertens.medium.com/building-an-ecs-2-archetypes-a...

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    Comment #35440456

    Whether ECS is complex or not depends a lot on which one you use. I've heard the same thing from a lot of gamedevs that use DOTS, but people in general seem to be pretty happy usin…

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