Would you not expect that in a sim game though? I mean, why would you have a nice tree when everything interacts with almost everything?
Not only that, but modding becomes easier as well, and modding is a big part of the game.
If all the electricity stuff was jammed into just one System, it would be harder to modify just some parts of it while remaining compatible with other mods modifying other parts.
Instead, Systems are broken down into relevant parts so modders can add easier to it or replace whole Systems, without replacing ALL electricity code.
Although probably once you're at that stage of optimizing gameplay code it's also probably time to write something specific for the problem rather than trying to fit it into a general purpose framework.
That's not how ECS works. A system has one or more queries that provide it direct access to the data. There's no passing around of queries or data.
This is a misunderstanding.
_Components_ don't depend on each other, nor do they (or should they) access each other, because they don't contain any logic. _Systems_ access components.
One of the nice things about being able to graph this dependency tree at all is that it means execution can be parallelized easily as long as there aren't too many undiscovered implicit dependencies.
Similarly components don't depend on one another but many systems depend on components so changing those often isn't free either.
Imagine all the various features of the game, it's a city simulation game that currently scales up to a population about 1 million before even 32-core CPUs start to suffer.
You'd have a large code base creating this, no matter the approach.
The game also relies a lot on modding to add additional content from the community. This used to be a big hassle when the first game relied a lot on inheritance. Mods broke each other frequently.
With ECS and this (relatively) decoupled design, modding becomes a lot easier as it almost provides hooks out-of-the-box for you to add your own functionality.
> Not sure if there's anything better right now, but seeing everyone copy what Unity did feels like there isn't a ton of innovation in how to build gameplay systems
ECS isn't really a Unity innovation at all, it has existed for longer than Unity Engine.
Personally, even if ECS had similar performance as the more traditional approaches, I'd still use ECS for my own games as it's just easier to write and reason about a decoupled ECS design, compared to the alternatives.
But then I've mostly used ECS via Bevy, rather than Unity ECS, maybe Unity ECS is a bit more verbose and gets in your way, compared to Bevy ECS.
PS: I'm kinda surprised that a shipped Unity game contains that much human-readable information for reverse engineering. Is there no symbol stripping in .NET?
I've experimented with ECS before and it allows for much nicer decoupling.
I'm pretty sure Colossal Order (the developers of the game) purposefully makes the game easier to decompile (or at least doesn't employ methods to make it harder) as modding is a large part of the game's community. They want it to be easy to mod.
How so? Not sure I love the approach of saying something is "Done Wrong" without pointing to something specific that gives you that impression.
Not sure if there's anything better right now, but seeing everyone copy what Unity did feels like there isn't a ton of innovation in how to build gameplay systems. Lots of engines are being made but not many games come out of it...