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Bevy game development tutorials and in-depth resources

taintedcoders.com

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Re: Bevy game development tutorials and in-depth resources

#101

Earlier quoted context omitted.

This analogy is stupid at best, profoundly ignorant at worst. No it isn't. If you could explain why you would have already. Saying that some dependencies aren't heavy so the problem isn't dependencies doesn't make any sense. Huge bloated binaries are from lots of bloated dependencies because people aren't actually writing 50 MB of stuff to do what they need.

> If you could explain why you have already. I have my suspicions. But I rather speak with certainty rather than spout unfounded hypotheses as facts. > Saying that some dependencies aren't heavy so the problem isn't dependencies doesn't make sense. If I did say that. I said that isn't necessarily dependencies, because you have yet to prove it. If you do prove it, then that is that. As of now, all you've shown is that…

what are the specific bloated dependencies?

Not a single data structure, that's for sure. Have you ever programmed before?

Re: Bevy game development tutorials and in-depth resources

#102

Earlier quoted context omitted.

No one knows or cares about whatever "ADS" is, injector services or 'clean architecture'. It seems like you're caught up in so much nonsense that you don't think that a class meant to store data is a data structure.

ADS stands for Abstract Data Structure. ECS ain't even a class. Nothing you're saying now is making sense. Edit: checking now ADS is a too literal of a translation (English isn't my first language). The more appropriate term is ADT.

ECS ain't even a class.

ECS is an abstract term for a data structure. Have you ever programmed before?

Re: Bevy game development tutorials and in-depth resources

#103

Earlier quoted context omitted.

ADS stands for Abstract Data Structure. ECS ain't even a class. Nothing you're saying now is making sense. Edit: checking now ADS is a too literal of a translation (English isn't my first language). The more appropriate term is ADT.

ECS ain't even a class. ECS is an abstract term for a data structure. Have you ever programmed before?

> ECS is an abstract term for a data structure.

Sources? I have cited mine for why it isn't.

Re: Bevy game development tutorials and in-depth resources

#104

Earlier quoted context omitted.

> If you could explain why you have already. I have my suspicions. But I rather speak with certainty rather than spout unfounded hypotheses as facts. > Saying that some dependencies aren't heavy so the problem isn't dependencies doesn't make sense. If I did say that. I said that isn't necessarily dependencies, because you have yet to prove it. If you do prove it, then that is that. As of now, all you've shown is that…

what are the specific bloated dependencies? Not a single data structure, that's for sure. Have you ever programmed before?

> Not a single data structure, that's for sure.

Even though you have to actually substantantiate this, for the sake of brevity, let's go with it. All you have crossed is a single potential cause, not proven a particular one.

> Have you ever programmed before?

Let's say I haven't. How would it impact your argument? Whether I'm a programmer or not won't magically substantiate your position.

Re: Bevy game development tutorials and in-depth resources

#105

Earlier quoted context omitted.

ECS ain't even a class. ECS is an abstract term for a data structure. Have you ever programmed before?

> ECS is an abstract term for a data structure. Sources? I have cited mine for why it isn't.

You want a source for saying an ecs can be implemented as a class? It's all over github.

Re: Bevy game development tutorials and in-depth resources

#106

Earlier quoted context omitted.

what are the specific bloated dependencies? Not a single data structure, that's for sure. Have you ever programmed before?

> Not a single data structure, that's for sure. Even though you have to actually substantantiate this, for the sake of brevity, let's go with it. All you have crossed is a single potential cause, not proven a particular one. > Have you ever programmed before? Let's say I haven't. How would it impact your argument? Whether I'm a programmer or not won't magically substantiate your position.

Let's say I haven't.

That explains why what you're saying and focusing on doesn't seem to really make sense.

Even though you have to actually substantantiate this,

Data structures are parts of programs that hold data. Have you made a data structure before?

Re: Bevy game development tutorials and in-depth resources

#107

Earlier quoted context omitted.

> Not a single data structure, that's for sure. Even though you have to actually substantantiate this, for the sake of brevity, let's go with it. All you have crossed is a single potential cause, not proven a particular one. > Have you ever programmed before? Let's say I haven't. How would it impact your argument? Whether I'm a programmer or not won't magically substantiate your position.

Let's say I haven't. That explains why what you're saying and focusing on doesn't seem to really make sense. Even though you have to actually substantantiate this, Data structures are parts of programs that hold data. Have you made a data structure before?

> That explains why what you're saying and focusing on doesn't seem to make sense.

Or it could be just you. Even presuming you're a good programmer, that wouldn't make your arguments good by default.

> Data structures are parts of the program that hold data.

Not according to Wikipedia:

> In computer science, a data structure is a data organization and storage format that is usually chosen for efficient access to data.

ECS doesn't stipulate any storage format, as shown by the previous definitions, only that your application will be architected around Entities, Components and Systems. How they are stored/managed is up to the programs/frameworks/engines to decide, and this storage is just one concern an implementation may have, just like how storing ViewModels is just one concern of a MVVM framework, but not all.

I'm no stranger to using unorthodox definitions, but I would prefer if you were upfront that your definitions are unconventional, rather than pretend that they are common sense without citing any third party authority.

Re: Bevy game development tutorials and in-depth resources

#108

Earlier quoted context omitted.

> ECS is an abstract term for a data structure. Sources? I have cited mine for why it isn't.

You want a source for saying an ecs can be implemented as a class? It's all over github.

Then, surely, you should be able to find a link to a ECS class's source easily. So where is it?

Also, remember, it's not my responsibility to search to prove your arguments. Burden of proof is on the claimant, as it goes.

Re: Bevy game development tutorials and in-depth resources

#109

Earlier quoted context omitted.

Let's say I haven't. That explains why what you're saying and focusing on doesn't seem to really make sense. Even though you have to actually substantantiate this, Data structures are parts of programs that hold data. Have you made a data structure before?

> That explains why what you're saying and focusing on doesn't seem to make sense. Or it could be just you. Even presuming you're a good programmer, that wouldn't make your arguments good by default. > Data structures are parts of the program that hold data. Not according to Wikipedia: > In computer science, a data structure is a data organization and storage format that is usually chosen for efficient access to data…

So programming doesn't matter and data structures don't hold data?

Re: Bevy game development tutorials and in-depth resources

#110

Earlier quoted context omitted.

You want a source for saying an ecs can be implemented as a class? It's all over github.

Then, surely, you should be able to find a link to a ECS class's source easily. So where is it? Also, remember, it's not my responsibility to search to prove your arguments. Burden of proof is on the claimant, as it goes.

https://jslee02.github.io/awesome-entity-component-system/
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