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> GameObject workflow that made Unity popular in the first place.

It's a bit much of a over-simplication that just the GameObject architecture Unity uses is what made it popular. For example, if there wasn't a UI editor for Unity and only code, you still think it would be as popular? I'm 99% sure it wouldn't be.

I tried getting into DOTS as well, as ECS is an interesting architecture overall, but Unity kind of dropped the ball on it and made it way more complicated than it has to be, from every side of having to use it.

On the other hand, you have Bevy, which is built with ECS as a core part of the engine, and it makes using ECS a breeze. After getting to know Bevy and ECS outside of DOTS better, I'm not sure I could back to how I wrote my games before. ECS just makes it a lot easier to structure bigger projects than the basic introduction game like flappy bird. The modularity is on a different level and it gives you a much better view of the overall architecture than anything else I've tried before.

Simply put, I'm not sure I'd write the same amount of games if it wasn't ECS, because it makes it fun to make games again, for me.




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