TERMINOLOGY:
- ECS: Entity Component System. A data-oriented design approach that can be used for making games. I specifically use Unity’s ECS framework.
- DOD: Data-Oriented Design. Focuses on the structure and flow of data throughout a program instead of splitting data (fields) up inside objects as in OOP.
- Builder: These are the “meat” of my maker. Each builder usually represents a corresponding “subject” Entity in the ECS world that you are modifying/creating. Builders are what manage the interactions between users, their creation tools, and ECS.
MY WORLD:
I refer to things like Entities, Components, and Systems as just “things in the ECS world” as opposed to my more familiar OOP world. So when I say “ECS world” I usually mean as opposed to the “OOP world”. If you know Unity ECS, I’m not necessarily talking about Worlds, this is just something I say to differentiate OOP vs (Data-Oriented Design) DOD in my development (I’m sorry).