Your game will get done if you work on it, not necessarily if you pick ECS!
Your game will get done if you work on it, not necessarily if you pick ECS!
Everything is MUCH more difficult to implement, I won't go into details but from my experience the time spent to achieve a similar result is about 5x-10x what it should be.
Weird APIs, poor documentation, limited collective experience, tons of restrictions and limits of the C# language are making the global experience quite nightmarish.
And I have had experience with ECS-like system in different engines in the past, and I am mostly experienced with low-level engine stuff, but the induced complexity there is something I did not expect.
It's a bit much of a over-simplication that just the GameObject architecture Unity uses is what made it popular. For example, if there wasn't a UI editor for Unity and only code, you still think it would be as popular? I'm 99% sure it wouldn't be.
I tried getting into DOTS as well, as ECS is an interesting architecture overall, but Unity kind of dropped the ball on it and made it way more complicated than it has to be, from every side of having to use it.
On the other hand, you have Bevy, which is built with ECS as a core part of the engine, and it makes using ECS a breeze. After getting to know Bevy and ECS outside of DOTS better, I'm not sure I could back to how I wrote my games before. ECS just makes it a lot easier to structure bigger projects than the basic introduction game like flappy bird. The modularity is on a different level and it gives you a much better view of the overall architecture than anything else I've tried before.
Simply put, I'm not sure I'd write the same amount of games if it wasn't ECS, because it makes it fun to make games again, for me.
This shocks me the most about how Unity operates. That they haven't figured out that dog-fooding their own main product is absolutely essential, especially since every single competitor of theirs does so very successfully as well.
How can you build something great for a specific group of people if you don't know what they are going through?
I've worked on AAA games that used it, and shipped games as a solo dev without it. If you don't know why you need it, then chances are you don't need it. Just keep it in mind as one possible architecture pattern for when your code base starts to experience growing pains is my advice.
Things like entity relationships (https://ajmmertens.medium.com/building-games-in-ecs-with-ent...) introduced features that were already common in existing entity management systems, such as entity hierarchies.
An ECS can also come with a bunch of tools for inspecting entities, monitoring performance or changing components in realtime (https://www.flecs.dev/explorer/). Definitely not something you need to complete a game, but very handy.
Existing game engines like Unity/Unreal already have builtin solutions for entity management, but if you're (for whatever reason) using something that's more custom you can avoid having to reinvent entity management by using an ECS library. Similar to how you'd use libraries like SDL/bgfx/sokol for graphics.
One of those things where discussing theoretical stuff doesn't help because "it depends". :D
I'm happy that a really cool option with a C API exists.
I guess it's one of those things that you don't know until you try (and hit the limits of using or not-using one).
I'm also reminded of Robert Nystrom's "Is There More to Game Architecture Than ECS": https://youtu.be/JxI3Eu5DPwE
(Yes, Robert Nystrom of Game Programming Patterns and Crafting Interpreters)
How games work is simple. It's a simulation run at some frequency and the simulation can be affected by player input. Sometimes there is a synchronization step with a server and that is more complicated.
ECS is a pattern that results in better performance and more maintainable code. There is no reason not to use it.
https://github.com/tmewett/BrogueCE
component systems are useful when you have no design doc, or a design doc written by new-hire monkeys. Or when management has no idea what the goals are.
Here's a bit of code from that project that generates a monster: https://github.com/tmewett/BrogueCE/blob/master/src/brogue/M...
It just allocates an object per monster, followed by initializing a long list of members that presumably just gets longer as more game systems get added.
The same code in ECS would look a lot simpler, and probably perform better/have better cache locality.
Does ECS not naturally arise from using OOP? Trying to think if you are creating instances of players/physics objects/items how that wouldn't turn into a kind of entity system.
In general, for large systems, this is a great way to achieve decoupling, where the naive OOP approach would get you stuck quickly.
There are hints (and needs) in ECS systems of post-hoc/runtime Prototypical inheritance rather than pre-hoc/design time Class based construction.
There are facets of ECS that resemble concepts like mixins and pattern matching and multi-dispatch and message passing rather than "pure" "C++ VTABLE" dispatch.
Some of these things arise more naturally in other branches of the OOP family tree: the Common Lisp Object System can do some of these things out of the box; Smalltalk and its descendants (even Objective-C) were easier to mold to ECS-like configurations; IO had interesting things to say about this style of OOP; even much-maligned JS' "strange" branch of Prototypical OOP has a bunch of low-level tools that make ECS "less of a need" in JS because there are ways to do them more "naturally".
Certainly, though, in C++ and closer-related derivatives (even Java and C#) ECS isn't as naturally a pattern, which is why it often has need for strong "frameworks" and why there are often multiple, competing ones to pick from.
In particular, keeping a single object’s state in several separate memory regions seems atypical (prototypes—or Self’s “traits objects”—are usually stateless even if the system doesn’t force them to be); and I can’t think of any way to map iteration over all objects that have parts of a specific kind, often mentioned in expositions of ECS, to a conventional OOP concept (looks relational if anything).
but actual ECS systems add a lot of stuff on top that's not very natural (in any programming paradigm, not just OOP).
it's about enabling you to add and remove components at runtime, manage complicated relationships between entities and their components in a generic sense. this has all the advantages and disadvantages that those kinds of abstractions bring. bad if you don't need it, good if you do.
I think the future of game dev may end up being immutable and event driven actually... but I’m yet to see anything beyond a prototype.
If you are using a low level rendering library, or immediate mode library, you can more easily define your state however you want, but still ECS incurs massive overhead compared to basic arrays of structs. If your language allows structural typing then ECS seems to me as having little benefit.
This is a weird take, an ECS can have its components listed as a basic array of structs as well. None of this is mutually exclusive.
The reason I say ESC incurs more overhead is because I find it involves a whole bunch of access patterns to add, remove, update, and query the data. Comparatively arrays of entities mostly just involves basic loops.
I'm sure there's examples where a non-ECS approach beats out an ECS approach. But to say that ECS incurs more overhead generally is just plain false.
ECS are obviously more efficient for traversing a subset of your entity data if that subset resides in one small component, simply because the total span of bytes accessed is lower and the cache hit rate is higher.
I would be more inclined to claim the opposite: that ECS systems are generally MORE performant than arrays of entities, but you can really only be wrong when making general claims like that.
I actually know of quite a few projects that use ECS as the foundation for a low level rendering library precisely because it lets you iterate over a bunch of plain arrays, but with more flexibility.
The overhead of an ECS depends on many things, but if you have lots of entities with similar components, the overhead per entity can be quite small.
Keeping indexes/keys for references, and loops over these collections can do a lot without any upfront complexity of an entity system.
But I _would_ recommend ECS to Haskell devs interested in making games because apecs is just that good.