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Re:Data-Oriented Design by flohofwoe on Monday July 03, 2023 @11:49AM (#36574625)
> Games just happen to have a lot of operations that need column-based access.

And that's not even true for many code areas in typical games, only where there's at least a few thousands 'things' to process (e.g. particle systems or navigation/collision systems).

DOD makes a lot of sense within specific subsystems, but not necessarily in high level gameplay code (outside specific genres at least).

Re:Data-Oriented Design by lyu07282 on Monday July 03, 2023 @10:18PM (#36581405)
You can see that in bevy, it feels like they are slowly reinventing a relational database and query language, every time they discover another limitation in their pure ECS architecture they add another macguffin to make it work.
Re:Data-Oriented Design by GenericCanadian on Tuesday July 04, 2023 @07:26AM (#36585203)
Its true, Bevy is quite limited with only simple parent/child relationships[0] and much of the community is looking for more structured relations.

As it stands its pretty common to hold a `HashMap<Index, Entity>` and manually manage the data structure through derefs or some system that keeps it consistent. Ideally only using it for lists of entities that remain static like a tilemap.

[0] https://taintedcoders.com/bevy/hierarchy/