> If you are building a game from scratch why would you limit yourself to a lowest common denominator interface when there's no need? Just write the exact concrete code that needs to be there to solve the problem.
Coming from the realm of someone who has mostly swam in the OO pool their career, I struggle understanding how a concrete implementation of something like a video game wouldn't spiral out of control quickly without significant organization and some amount of abstraction overhead. That said, I have found ECS type systems be so general purpose that you end up doing a lot of things to please the ECS design itself than you do focusing on the implementation.
Do you have any examples of games and/or code that are written in more of a data oriented way? I'd really love to learn more about this approach.
While stylistically I don't necessarily agree with him all the time, Casey Muratori's Handmade Hero (https://handmadehero.org/) is probably the most complete resource in terms of videos and access to source code as far as an 'example' goes.
Coming from the realm of someone who has mostly swam in the OO pool their career, I struggle understanding how a concrete implementation of something like a video game wouldn't spiral out of control quickly without significant organization and some amount of abstraction overhead. That said, I have found ECS type systems be so general purpose that you end up doing a lot of things to please the ECS design itself than you do focusing on the implementation.
Do you have any examples of games and/or code that are written in more of a data oriented way? I'd really love to learn more about this approach.