Writing an ECS engine from scratch
(Note : Désolé pour les francophones, ce billet a pour objectif premier d’être sur un autre site, en anglais.) Entity Component System is an interesting pattern. Instead of thinking a game entity as having data and logic, an ECS pushes you to move instead separate logic from data. Think as logic as a factory processing some raw material to craft an object. There are a lot of writing about ECS theory and conception, from vague explanation to explain the reasons behind storing entities in contiguous memory (we’ll get to that term later). This is not intented to be a trustable reference but just some log and notes from someone who tried from vague explanations found on Internet to build a full ECS system in Lua for initially Love2D. …