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on
1
Introduction
2
Theta Data Types
3
Arrays
4
Destructive arrays
5
Why should I care
6
ECS benchmark
7
ECS in a game
8
Problems with ECS
9
Using interfaces across things
10
Generational arena
11
Entity components
12
Effects storage
13
Dense storage
14
Hashmap storage
15
Null storage
16
Density vector storage
17
Generation
18
Hashmaps
19
Logic
20
Summary
21
Systems
22
Components
23
Iteration
24
Object vs System
25
Dependencies
26
System Data
27
System Data Overview
28
System Graph
29
Thread Pool
30
Conclusion
Description:
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.

Entity Component Systems: A Programming Paradigm Comparison with OO - Rust Auckland

Rust
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