Entity-Component Systems
Intro
- Basically, entities running systems in a loop,
adding/consuming/processing/removing components
- Can draw a parallel between dataflow and ECS
- Components are messages
- Entities are nodes/components
- No hierarchy needed/advised for entities
- Systems should be shallow
- Only persist components, and maybe during some time only
Refs
- ttp://gameprogrammingpatterns.com/component.html