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> I think you're getting at the idea that instead of having objects differ in their behavior by overriding methods, you have them differ by having fields bound to objects that implement different behavior.

I guess I'm more getting at the idea of changing the game design at any point by adding or removing components, a way to make it easier for devs to cope with changing requirements (and they are always changing ofc), but you are right about favoring composition over inheritance, that by itself is pretty good.

I can't really talk about "things that are often claimed" and from the way you talk about this it seems like you have come across different opinions from mine on what ECS is or its value. Sad to see such a useful pattern get "corrupted", but I suppose that is inevitable.



Just like VBX, COM, SOM and Obj-C Protocols/Categories based architectures, now that is something incredibly new.




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