Theres 2 major aspects of ECS that are good for gamedev. They can be implemented together or separate, and games have been using both of these since the 90s only without all the new fangled terminology.
Your ECS is a great description of a decent way to lay out fast, cache aware systems.
For gameplay I prefer the other type of component systems. This one is generally seen as using GetComponent(); then operating on it or doing something else if it doesnt exist. Unity uses it ok, but the best example of it via a talk by Brian Bucklew the primary developer behind Caves of Qud.
I feel LISP/Scheme style languages would be great at building nice DSLs for handing both types, whether individually or together. Ive never really put an ideas to paper here though.
I reckon I’ve seen this video when I was initially researching ECS couple of years ago, but now the details fade, probably need to rewatch it.
Very nice article, your English isn’t a problem at all!
This is awesome, your English is better than most British people, and your library looks really cool.
Will definitely be checking this out.
Very cool! So this library leverages SBCL’s ability to have specialized arrays of single-floats (for example)? If U-A-E-T returns T then you’ll suffer the cost of dereferencing a pointer for each object otherwise.
Hey, let me know what do you think about the tutorial for my Common Lisp ECS framework. (Especially anxious about my bad english)
FWIW, I’m a native speaker of English. I just skimmed this article and I think that your written English is good.
Thanks!
Heya, just wanted to say thanks for using my new name despite the old one still being on the paper you linked! ❤️
Sure, no sweat. Thanks for your amazing article 😊