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Hodgman
searching Neon…
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1.
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by
Hodgman
8y ago
This is called the actor model, and we actually implemented it in a prototype game engine once. We made one thread per CPU core and collected messages in "cycles" - where you'd process a batch of messages in parallel, which c
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by
Hodgman
8y ago
Follow up articles in that series are going to show how to make it multi-threading and OO-compliant. "Typical" bad OOP code is a threading nightmare because the flow of control and flow of data becomes impossible to follow - it&#x
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by
Hodgman
8y ago
It's because every single article that's promoting ECS does so by comparing it against incorrect inheritance-based code. The amount of time you see newbies jumping on the ECS bandwagon because inheritance is bad, while they don&
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by
Hodgman
8y ago
The fact the the original code is a straw-man is discussed. The fact the flexibility is being removed is discussed too, along with why it was there and hits on better ways to re-achieve it later. It's mentioned that these were going to
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by
Hodgman
8y ago
If cross-cutting concerns are making your architecture unwieldy, you likely haven't used composition enough / are doing OOP the bad way (tm).
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by
Hodgman
8y ago
Dungeon siege used an "Entity/Component" framework. That's a very different thing to an "Entity/Component/System" framework.