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mjp

@mjp@mastodon.gamedev.place

Lead Rendering Programmer at Sony Santa Monica Studio. Previously Engine Lead at Ready At Dawn Studios. Side-job as chief graphics meme officer. He/him. Check out my blog: https://therealmjp.github.io/

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demofox, to random
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Partial solar eclipse - a great time to teach the kids about convolution??

image/jpeg

mjp,
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@demofox those first 7 words out of context made me think that this was going to be a lot worse than what it was 😅

mjp, to random
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They have played us all for fools

pervognsen, to random
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I'd love to see a survey of non-gamedevs about the wider perception of ECS in the industry. The only AAA game I know of which is structured anything like the popular conception of ECS is Overwatch.

mjp,
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@pervognsen The Lone Echo games (which were probably more like AA) used an ECS-style setup but did not use archetypes and all of the complexity that comes with it. It broke some of the “rules” I see people mention for ECS which (IMO) made it easier to work with for traditional gameplay purposes. The gameplay programmers liked it as far I could tell, they did some neat things with it and it had decent (but not perfect) scalability by default.

mjp,
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@pervognsen I agree though in general that the ECS craze has been a strange phenomenon. It incorporated some good ideas with various trade-offs (some of which are quite old as you pointed out!), and it would be nice if we could discuss and reason about those things separately without it degrading into some kind of dogma.

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