That’s really awesome, would love to see how and what you’re doing with it! There are many approaches to composition in the various ECS flavors, and the “OG” ECS, “Entity System” in Dungeon Siege, had no-code composability for designers as one of its core principles.
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Cake day: October 7th, 2024
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“shared” folders seem like an antipattern to me. It quickly becomes the largest folder of even a small projects, and large projects developed by whole teams often end up with multiple shared (sub-)folders.
What techinques can you suggest against this, or to, in an advanced project, safely refactor and move many such folders without breaking the project?
This is why I identify as
celibateasexual.
It’s been a while since this was “hot news” - but here’s a link to one of their GDC talks :) https://www.gamedevs.org/uploads/data-driven-game-object-system.pdf