Game engine architecture is the foundation upon which every feature stands. And like any foundation, if it's weak, everything on top crumbles. A solid, scalable architecture is critical.
Today, ECS (Entity-Component-System) is the dominant model in the industry โ but it's not without trade-offs.
So, at first I was doing a funny experiment, making an FNF engine from scratch. But while exploring game architecture, I decided to explore a different take:
A variant of ECS that aims to be:
- ๐ Faster (reduced redundant queries)
- ๐ Modular and extensible
- ๐งต Naturally parallelizable
- ๐ Better suited for real-time and online systems
This led to what I call RECS โ a Reactive ECS written in Julia.
Systems subscribe to archetypes (shapes of components) and get dispatched relevant entities per tick.
๐ Full architecture overview + source code:
๐ https://github.com/Gesee-y/RECS.jl
Would love to get your feedback โ and hear how others approach scalable engine design.
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