Re:Entity/Component Game Design: A Primer (2011)
by krapp on Saturday April 01, 2017 @07:37PM
(#14014804)
I think it's more than a mere fad, but like OOP, it does have the potential for a cult to build around it.
The entity/component pattern is little more than preferring to decouple data from logic, and avoiding dependency trees. That's not particularly esoteric or irrational.
The entity/component pattern is little more than preferring to decouple data from logic, and avoiding dependency trees. That's not particularly esoteric or irrational.