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Dungeon Siege[0] shipped in 2002. Unity began their ECS journey by sniping talent from Insomniac. ECS is not an unproven concept in someone's head. That Unit
by reificator 5y ago
Dungeon Siege[0] shipped in 2002. Unity began their ECS journey by sniping talent from Insomniac. ECS is not an unproven concept in someone's head.
That Unity and Unreal are lacking (even after Unity's public efforts in the area) is because they are licensed en masse and retrofitting each with an ECS would be no small feat. And is that refactor worth losing revenue from obsoleted marketplace content? Or does the ECS need to interoperate perfectly with existing code from endless numbers of existing projects while still providing the benefits of a dedicated solution?
Unity and Unreal are not the only engines. In house engines are shaped by the needs of the immediate users, and not the sales pitch for hobbyists or third party studios.
[0]: https://www.gamedevs.org/uploads/data-driven-game-object-system.pdf https://www.gamedevs.org/uploads/data-driven-game-object-sys...