Software engineers should really look more into and architecture when designing software. This is especially useful in software systems written in .

It is mostly used in 's, most notably in , but is very useful outside of , too.

It all comes down to this:

  • separate data from behaviour
  • favor composition over inheritance

It's the antidote to .



It enables some very useful features, like:

  • dynamically adding or removing behaviour and data to or from your "objects" (your entities)
  • parallel execution of your logic (your systems)

It's probably the most flexible architecture pattern I've come across.

See this brilliant talk by Catherine West from RustConf 2018 about what ECS is all about and why it's an excellent fit for Rust:


(or YT: https://www.youtube.com/watch?v=aKLntZcp27M)


@epso@mstdn.social avatar

@janriemer I would love to start experimenting with this, but it raises so many questions for usecases I would want to start using it for (business, not a game) that my brain locks :) I've been reading a bit and this doesn't help (yet) clarifying the concept

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