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Here's a rogue-like game written in straight C, with hard-coded arrays, structs, and defines.

https://github.com/tmewett/BrogueCE

component systems are useful when you have no design doc, or a design doc written by new-hire monkeys. Or when management has no idea what the goals are.




Or if you want code that's easier to extend, read and don't want to do your own memory management.

Here's a bit of code from that project that generates a monster: https://github.com/tmewett/BrogueCE/blob/master/src/brogue/M...

It just allocates an object per monster, followed by initializing a long list of members that presumably just gets longer as more game systems get added.

The same code in ECS would look a lot simpler, and probably perform better/have better cache locality.




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