While lockstep is useful for some games, it was never really a good choice for fighting games due to the fast and timing sensitive nature. Rollback is an improvement over it that adds speculative execution for remote…
The crucial difference between having a vector of components is in access patterns - in ECS you iterate over entities that have a given set of component, using queries, with entities that have vectors of components…
I think the idea that you need something like ECS to deal with mutability everywhere is a misconception. Traditional architectures you'd use in C or C++ are all going to more or less have a tree-based ownership graph,…
I think Kyren's 2018 CustConf talk [0] caused it to become popular earlier. Arewegameyet has an entire section for ECS crates, with 10 different entries. I'm aware of multiple smaller homegrown solutions, too.…
I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little…
Debugging in VS actually works pretty well already, the msvc target generates PDB files. It's what I use when need to attach a debugger to something. Actual language support would be really nice, though. Hopefully MS…
While lockstep is useful for some games, it was never really a good choice for fighting games due to the fast and timing sensitive nature. Rollback is an improvement over it that adds speculative execution for remote…
The crucial difference between having a vector of components is in access patterns - in ECS you iterate over entities that have a given set of component, using queries, with entities that have vectors of components…
I think the idea that you need something like ECS to deal with mutability everywhere is a misconception. Traditional architectures you'd use in C or C++ are all going to more or less have a tree-based ownership graph,…
I think Kyren's 2018 CustConf talk [0] caused it to become popular earlier. Arewegameyet has an entire section for ECS crates, with 10 different entries. I'm aware of multiple smaller homegrown solutions, too.…
I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little…
Debugging in VS actually works pretty well already, the msvc target generates PDB files. It's what I use when need to attach a debugger to something. Actual language support would be really nice, though. Hopefully MS…