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andre-la

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andre-la
·năm ngoái·discuss
> Looks similar to Teal.

That's because they share a common origin from Typed Lua and Titan languages:

https://teal-language.org/book/other_projects.html
andre-la
·năm ngoái·discuss
I'm using it for my game
andre-la
·năm ngoái·discuss
Yes, I made this comment because sometimes I see some devs calling Unity an ECS (although it has an ECS option, but that's not the default mode most unity games uses).

Just to say that ECS is not the only composition option: Entity with composed behaviors is also an option (and the most traditional one I believe), and it does not have the infamous complexity of "pure" ECS in my opinion.
andre-la
·năm ngoái·discuss
Also, I think it's important to say that ECS is not the only composition option, you can just use "EC" (or also CES): while on ECS the behavior runs on systems, on "EC"/"CES" the behavior runs on components, which is the case on Unity (by default) and O3DE.

I believe the mentioned Scott Bilas famous talk about composition follows this "EC" model instead of ECS, except that he calls it Game Object instead of Entity.
andre-la
·năm ngoái·discuss
His "Sensible ECS" is basically what I did on my (simple 2D) game, just simple structs with components, and functions that operates on these components.

That works well, although it does not features parallelism, but still managed to run on a old laptop that can at most run Windows 7.
andre-la
·4 năm trước·discuss
One major difference too is that Stride uses a Entity-component model while Godot uses a Node system.
andre-la
·5 năm trước·discuss
Is 0-based like C, but on libraries that reimplements the Lua libraries, it's 1-based as Lua, because the language aims Lua compatibility.

Due to this, the string and "sequence" libraries (which works as a Lua-like vector), and the table library in the future, are 1-based.