Due to potential new direction of D, I’m looking for some escape route just in case. I’m primarily a gamedev, so no functional programming languages like Rust or Haskell. Also one of the features I dislike the most in C/C++ is the super slow and super obsolete precompiler with its header files, so no zig, I don’t want to open two files for editing the same class/struct. Memory safety is nice to have, but not a requirement, at worst case scenario I’ll just create struct SafeArray<Type>
. Also I need optional OOP features instead of reinventing OOP with all kinds of hacks many do when I would need it.
Yes I know about OpenD, and could be a candidate for such things, just looking into alternatives.
What’s an ECS?
Entity Component System. See Bevy for an example of an ECS game engine in Rust.
It’s the “Entity-Component-System architecture”, consisting out of:
It’s kind of a competing strategy to OOP. It offers better performance and better flexibility, at the cost of being somewhat more abstract and maybe not quite as intuitive. But yeah, those former two advantages make it very popular for simulations / gamedev. Any major game engine has an ECS architecture under the hood, or at least something similar to it.