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010 Introduction to Game Engines
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155 vues6J'aime1:25:25juanchobuchanan5546Version originale : 2026-05-08

The Entity Component System (ECS) is a data-oriented architecture for game engines that separates entities (containers), components (data attributes), and systems (logic processors) to achieve better cache performance and flexibility compared to traditional object-oriented programming. Unlike OOP where objects bundle all data and methods together, ECS stores all positions, velocities, and other data types in contiguous memory arrays, reducing cache misses from approximately 40,000 to 2,500 for 10,000 entities. This design enables easier runtime modifications like adding flying enemies without code changes, as systems can query entities by component combinations rather than class hierarchies.

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