dc.description.abstract |
The game development industry is rapidly
changing, it evolves, comes up with new tools and solutions,
adapts to the trends to produce products faster,
make them more and more interesting, and the development
process cheaper.
One of such key factors in game development is coding.
The way code is designed, maintained, and structured,
even what development ideas or technologies are used,
significantly impacts the cost, time of development process,
and quality of the game. And as one of the main
and biggest key parts of the development process, coding
receives a lot of updates, new solutions, approaches, and
tools as well.
One of such updates that the industry receives very often
is relative to the design approaches. One of the biggest
changes to the industry brought huge attention to the
data-oriented design and, mainly, its architectural 1pattern
2Entity Component System (ECS).
Our work is devoted to one of these new approaches. Here,
we will try to bring the light on what features can bring
ECS to the game development industry, what tasks it can
solve when it could be used, and what problems it may
cause. What other technologies and approaches can be
used alongside it and what is the best practices utilizing
such technology. In the demonstration on the example of
a 3single-player first-person shooter (FPS), we will illustrate
how this technology behaves in development. |
pl_PL |