what do you mean by this?
what do you mean by this?
> > it's one of the first games that is using ECS and that I also have a deep interest into
> Both, at the same time :)
> ECS probably been around since at least early 2000s if not even in the 90s.
https://news.ycombinator.com/item?id=38703926
I guess if at least two people asked this question, my initial description wasn't clear enough that it was supposed to be a AND statement.
FWIW, I did read to the end of the line, but I parsed that as two separate assertions (with “and that” being a means to introduce the second assertion):
1) it is one of the first games using ECS
2) that you also have an interest in it
Rather than the intersection of:
1) the set of games using ECS
2) the set of games that you have an interest in
Or, expressed another way, it’s this (how I read it):
(it's one of the first games that is using ECS) and that (I also have a deep interest into)
Vs
it's one of the first games that: (is using ECS) and that (I also have a deep interest into)
I suppose I would have written this:
It’s one of the first games using ECS which I have also had an interest in.
I’m fairly certain I’ve almost always seen something like “[of] which” to introduce another qualifier, whereas “and” almost always introduces a new statement that stands on its own (the exception being in more formal contexts where there’s a sentence structured along the lines of “consider such [insert class of objects here] which are both: [this] and [that]”).
I think it’s the “and that” which threw me (and others here who misread you) off.
"The Entity Component System (ECS) is the core of the Unity Data-Oriented Tech Stack. As the name indicates, ECS has three principal parts:
Entities — the entities, or things, that populate your game or program.
Components — the data associated with your entities, but organized by the data itself rather than by entity. (This difference in organization is one of the key differences between an object-oriented and a data-oriented design.)
Systems — the logic that transforms the component data from its current state to its next state— for example, a system might update the positions of all moving entities by their velocity times the time interval since the previous frame"
From https://docs.unity3d.com/Packages/com.unity.entities@0.17/ma...