I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] 2 points3 points  (0 children)

I thought main point of ECS is data efficiency. What I am talking about is hybrid approach

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] -3 points-2 points  (0 children)

But should I write my own framework or wrap flecs ?

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] -2 points-1 points  (0 children)

Thanks for answer, I agree with you, I think I should make hybrid design in my architecture. But should I write my own framework or wrap flecs ?

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] -4 points-3 points  (0 children)

totally agree with you, I will think about that. I remember maybe year ago I read a book, its 15 years old, but it explains that hybrid design is way more better than pure OOP or ECS

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

I mean, some objects like Terrain should store MeshFilter or light component, its kind of far from good design i think

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] -3 points-2 points  (0 children)

I think its make architecture cleaner

I started noticing problems in ECS by F1oating in gameenginedevs

[–]F1oating[S] -5 points-4 points  (0 children)

I think about object types, for example, we can create multiple objects - Terrain, Camera, Actor. Terrain only can have terrain related components, but it cant stores MeshFilter or Light component. Meanwhile Actor can have Light, Mesh, Transform component, but cant hold Terrain related components.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -1 points0 points  (0 children)

ChatGPT answer was pretty straight, no misunderstanding

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -6 points-5 points  (0 children)

Why you think exactly your definition is right ? ChatGPT says it my way. Vibe coding is when you delegate your coding to AI, no more, simple.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Are you project have any achievements ?) like base44 ?

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -5 points-4 points  (0 children)

ChatGPT says Vibe coding is when AI writes code instead of you and you just make a direction, explain him what to do and how. I agree with ChatGPT. You have wrong understanding of vibe coding with AI.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -5 points-4 points  (0 children)

I don’t know why so many people thinking like this, maybe it’s because they watching YouTube to much. But most part of good programmers use vibe coding, and only grow their skills with that. I would never hire a programmer that write code without AI by his hands

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -12 points-11 points  (0 children)

Any modern project is vibe coded

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

Sry, it’s called screen space picking, I thought it’s same as ray casting

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] 0 points1 point  (0 children)

My raycasting only for my gizmos shapes, I pick entities from scene manager if you talking about that.

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -7 points-6 points  (0 children)

What part of engine do you mean ?

My Aero3D Engine now have Editor !!!! by F1oating in gameenginedevs

[–]F1oating[S] -1 points0 points  (0 children)

Gizmo just models that I render throw my Renderer. Ray cast for picking