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Re:The data-oriented design process for game development by danbolt on Friday May 27, 2022 @02:29PM (#31533046)
I’ve used ECS in various games, and there’s a huge advantage in being able to “map out” your tick from a bird’s eye view.

Or, since each of your systems are relatively self-contained, your `update` function will more or less allow you to inspect which order they’re in and when they’ll iterate. I’ve worked on games where that logic has been hidden behind a bunch of vtables, and that made it unclear where/when certain logic was happening.

Re:The data-oriented design process for game development by drittich on Friday May 27, 2022 @09:27PM (#31536780)
ECS is a good example of multi-benefit DoD because it's clearly meant to be performant, but there are significant benefits that come from using discrete components rather than typically more complex OO classes, for example. I've built pretty large update loops (using dozens of systems), but the complexity doesn't seem to grow much as I add more, and systems themselves are generally small. Maintaining correct order of system update calls has been the trickiest part.