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Re:Show HN: Interactive ECS Systems/Component Explorer for C... by lionkor on Wednesday December 20, 2023 @04:12AM (#38706742)
> it's one of the first games that is using ECS

what do you mean by this?

Re:Show HN: Interactive ECS Systems/Component Explorer for C... by riidom on Wednesday December 20, 2023 @04:25AM (#38706805)
...and that I also have a deep interest into.
Re:Show HN: Interactive ECS Systems/Component Explorer for C... by wickedsickeune on Wednesday December 20, 2023 @04:57AM (#38706996)
It uses Unity's ECS implementation (entity component system), part of DOTS (data oriented stack) https://unity.com/dots
Re:Show HN: Interactive ECS Systems/Component Explorer for C... by CaptainOfCoit on Wednesday December 20, 2023 @06:03AM (#38707329)
Another (flagged/dead now) comment also asked this. It's helpful to continue reading that line until the end of it.

> > it's one of the first games that is using ECS and that I also have a deep interest into

> Both, at the same time :)

> ECS probably been around since at least early 2000s if not even in the 90s.

https://news.ycombinator.com/item?id=38703926

I guess if at least two people asked this question, my initial description wasn't clear enough that it was supposed to be a AND statement.

Re:Show HN: Interactive ECS Systems/Component Explorer for C... by cstrahan on Wednesday December 20, 2023 @08:32AM (#38708445)
> it's one of the first games that is using ECS and that I also have a deep interest into

FWIW, I did read to the end of the line, but I parsed that as two separate assertions (with “and that” being a means to introduce the second assertion):

1) it is one of the first games using ECS

2) that you also have an interest in it

Rather than the intersection of:

1) the set of games using ECS

2) the set of games that you have an interest in

Or, expressed another way, it’s this (how I read it):

(it's one of the first games that is using ECS) and that (I also have a deep interest into)

Vs

it's one of the first games that: (is using ECS) and that (I also have a deep interest into)

I suppose I would have written this:

It’s one of the first games using ECS which I have also had an interest in.

I’m fairly certain I’ve almost always seen something like “[of] which” to introduce another qualifier, whereas “and” almost always introduces a new statement that stands on its own (the exception being in more formal contexts where there’s a sentence structured along the lines of “consider such [insert class of objects here] which are both: [this] and [that]”).

I think it’s the “and that” which threw me (and others here who misread you) off.

Re:Show HN: Interactive ECS Systems/Component Explorer for C... by CaptainOfCoit on Wednesday December 20, 2023 @09:16AM (#38708923)
Thanks!
Re:Show HN: Interactive ECS Systems/Component Explorer for C... by PeterStuer on Wednesday December 20, 2023 @07:49AM (#38708029)
I had the same question.

"The Entity Component System (ECS) is the core of the Unity Data-Oriented Tech Stack. As the name indicates, ECS has three principal parts:

Entities — the entities, or things, that populate your game or program.

Components — the data associated with your entities, but organized by the data itself rather than by entity. (This difference in organization is one of the key differences between an object-oriented and a data-oriented design.)

Systems — the logic that transforms the component data from its current state to its next state— for example, a system might update the positions of all moving entities by their velocity times the time interval since the previous frame"

From https://docs.unity3d.com/Packages/[email protected]/ma...