Skip to content

Consider changing Prime.Ecs to a Sparse ECS. #66

Description

@bryanedds

The current Archetype ECS in Prime is interesting but perhaps too sophisticated for games that have a lot of dynamic entities.
The resulting archetype updates and bookkeeping could make things a lot slower than a simpler Sparse ECS implementation.
Here's an actual comparison study - https://diglib.eg.org/server/api/core/bitstreams/766b72a4-70ae-4e8e-935b-949d589ed962/content
I can see that if one is trying to use an ECS for as much of a game's representation as possible, a sparse ECS might be a smarter approach.
We maintain an archetype-based ECS for a different purpose - as a possible complementary solution to an existing engine's entity representation.
But I'd think that it'd be more 'useful' if it were changed to a sparse ECS because the archetype-based form really has no use alongside Nu.
At least a sparse ECS would have some hypothetical use as an alternative to using Nu.
Tho I still think that ECS's are generally not the right approach to game dev.

No activity

Activity on this issue will appear here.

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions