Shadow engine ECS Part 1
Rethinking Entity-Component Systems: A Graph-Based Approach When building a game engine from scratch, one of the most fundamental decisions you’ll make is how to represent and manage your game world. The Entity-Component-System (ECS) pattern has become the gold standard for many modern engines, but after working with various implementations, I’ve started to question whether the traditional approach is always the best fit for every game. In this series, I’ll be exploring a different take on ECS design—one that borrows concepts from graph theory to create a more flexible and intuitive system for game developers. ...