I’ve heard from a few people who are just getting started with entity component systems (ECS) that implementing logic for a turn-based game seems more complicated than it should be. I thought that seemed odd, but I just recently ran into this problem myself. While certainly not insurmountable, implementing turn-based logic in an ECS just doesn’t feel great. I think the reason is that no one likes to implement a loop via distributed state machines.
It's been about 6 months since I watched Catherine West's excellent Using Rust for Game Development sent me down the Entity-Component-System (ECS) rabbit hole, and I thought I'd share some of my findings.
I've been meaning to write about this for quite a while now but it took a while to put my thoughts into a cohesive article without throwing massive walls of code at you.
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