SchizoDaemon
kiwifarms.net
- Joined
- Apr 17, 2026
Not quite.not a gamedev but from what i've seen 'entity component system' is mostly just another way to describe doing OOP, no?
like, instead of 'objects' you call your things 'entities' and maybe you don't do the big deep inheritance hierarchies and polymorphism as much as OOP textbooks tell you to, but at the end of the day you still work with class based things that have data members and member functions (or fields and methods or however you want to call it)
I haven't looked at this for a while; my understanding is that you associated the components with the entity, which is just a reference/identifier.
The component can be just structs holding data. A struct is a known size, which means it helps with data locality, and thus you get a performance benefit because there aren't any cache misses.