In my mind, state is the real enemy impacting: comprehension, brittleness towards making changes, and the surface area exposed to potential bugs. OOP as frequently implemented, while claiming to encapsulate state, ends up creating so much more. In accordance with this view, I think project architecture should be approached with an emphasis around how much state is necessary for it to run. This is why simulations like…
> This is why simulations like say someone making a game or simcity with like relatively independent entities that map to something in real life use OOP. I don't think this is the case, or at least it hasn't been for quite awhile. Any gamedev I've known in the last decade or so would reach for an ECS[0] if they wanted to clone SimCity, in other words they would design it somewhat like a normalized database. Each char…
Unity has not shipped DOTS. They actually removed it from the Package Manager last year. Joachim says it has a bright future, but I suspect it will never ship in Unity itself.
Epic has nothing in Unreal yet, though apparently a few months ago somebody spotted some changes in repository that suggests one may be on the way.