> Looks similar to Teal. That's because they share a common origin from Typed Lua and Titan languages: https://teal-language.org/book/other_projects.html
I'm using it for my game
Also, I think it's important to say that ECS is not the only composition option, you can just use "EC" (or also CES): while on ECS the behavior runs on systems, on "EC"/"CES" the behavior runs on components, which is…
His "Sensible ECS" is basically what I did on my (simple 2D) game, just simple structs with components, and functions that operates on these components. That works well, although it does not features parallelism, but…
One major difference too is that Stride uses a Entity-component model while Godot uses a Node system.
> Looks similar to Teal. That's because they share a common origin from Typed Lua and Titan languages: https://teal-language.org/book/other_projects.html
I'm using it for my game
Also, I think it's important to say that ECS is not the only composition option, you can just use "EC" (or also CES): while on ECS the behavior runs on systems, on "EC"/"CES" the behavior runs on components, which is…
His "Sensible ECS" is basically what I did on my (simple 2D) game, just simple structs with components, and functions that operates on these components. That works well, although it does not features parallelism, but…
One major difference too is that Stride uses a Entity-component model while Godot uses a Node system.