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I think this has less to do with Rust and commercial game engines being better and more of a fetish that game programmers seem to have for entity component systems. One does not have to look far to see similar projects repeated in C++ years prior.


ECS is basically the realization that relational databases are a pretty damn good model.

I’m suspicious though that you could probably get away with literally just using like an in-memory duckdb to store your game state and get most of the performance/modeling value while also getting a more powerful/robust query engine — especially for like turn-based games. I’m also not sure that bevy’s encoding of queries into the type system is all that sane — as opposed to something like query building with LINQ, but I think it’s how they get to resolve the system dependency graph for parallelization


> ECS is basically the realization that relational databases are a pretty damn good model.

A pretty darn good model for what though and to what extent? For processing millions of objects, sure. For gameplay logic, using ECS for everything? I don't know about that. What I was implying with my comment is that ergonomics are the most important trait of a good game engine.

I reach for an ECS as a last resort when the performance of a gameplay system demands it, not before. Even before that I will tweak my gameplay code to be less wasteful.




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