Calm your titties my dude, you're angrier than me, here... You're still missing my point, claiming I'm making points I'm not, and insulting me for it. Grab a handful of good faith, please. I timed it against the bad…
This is called the actor model, and we actually implemented it in a prototype game engine once. We made one thread per CPU core and collected messages in "cycles" - where you'd process a batch of messages in parallel,…
Follow up articles in that series are going to show how to make it multi-threading and OO-compliant. "Typical" bad OOP code is a threading nightmare because the flow of control and flow of data becomes impossible to…
It's because every single article that's promoting ECS does so by comparing it against incorrect inheritance-based code. The amount of time you see newbies jumping on the ECS bandwagon because inheritance is bad, while…
The fact the the original code is a straw-man is discussed. The fact the flexibility is being removed is discussed too, along with why it was there and hits on better ways to re-achieve it later. It's mentioned that…
If cross-cutting concerns are making your architecture unwieldy, you likely haven't used composition enough / are doing OOP the bad way (tm).
Dungeon siege used an "Entity/Component" framework. That's a very different thing to an "Entity/Component/System" framework.
Calm your titties my dude, you're angrier than me, here... You're still missing my point, claiming I'm making points I'm not, and insulting me for it. Grab a handful of good faith, please. I timed it against the bad…
This is called the actor model, and we actually implemented it in a prototype game engine once. We made one thread per CPU core and collected messages in "cycles" - where you'd process a batch of messages in parallel,…
Follow up articles in that series are going to show how to make it multi-threading and OO-compliant. "Typical" bad OOP code is a threading nightmare because the flow of control and flow of data becomes impossible to…
It's because every single article that's promoting ECS does so by comparing it against incorrect inheritance-based code. The amount of time you see newbies jumping on the ECS bandwagon because inheritance is bad, while…
The fact the the original code is a straw-man is discussed. The fact the flexibility is being removed is discussed too, along with why it was there and hits on better ways to re-achieve it later. It's mentioned that…
If cross-cutting concerns are making your architecture unwieldy, you likely haven't used composition enough / are doing OOP the bad way (tm).
Dungeon siege used an "Entity/Component" framework. That's a very different thing to an "Entity/Component/System" framework.