Overview
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Explore the Entity Component Systems (ECS) programming paradigm in this comprehensive talk from the Rust Auckland meetup. Gain insights into how ECS compares to the Object-Oriented model for data storage and logic organization. Delve into various topics including Theta Data Types, arrays, ECS benchmarks, and its application in game development. Learn about the challenges associated with ECS and discover solutions such as interfaces, generational arena, and different storage methods. Examine system components, iteration techniques, and the differences between object-oriented and system-based approaches. Conclude with an overview of system data, system graphs, and thread pools to enhance your understanding of this powerful programming paradigm.
Syllabus
Introduction
Theta Data Types
Arrays
Destructive arrays
Why should I care
ECS benchmark
ECS in a game
Problems with ECS
Using interfaces across things
Generational arena
Entity components
Effects storage
Dense storage
Hashmap storage
Null storage
Density vector storage
Generation
Hashmaps
Logic
Summary
Systems
Components
Iteration
Object vs System
Dependencies
System Data
System Data Overview
System Graph
Thread Pool
Conclusion
Taught by
Rust