By replacing bloated object-oriented hierarchies with data-oriented ECS, this project demonstrates the necessary evolution from code-centric to memory-centric game development. It is a compelling proof that true immersion in dense simulations requires architectural discipline over hardware brute force.
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Deep Dive
How do you simulate a living, breathing ocean with thousands of lifeforms? πAdded:
This is the right choice for a life flow because we really wanted to make a dense and highly populated ecosystem. As it means that instead of using large class hierarchies, we could you know condense it into smaller packages and work with that. It's also quite efficient for adding layers of complexity over time.
Everything from dolphins to turtles to all these different fish species, they can all have individual behavior. You can track a camera on a turtle for instance swim along and across the reef and you're going to see fish disperse from them. And just the depth of this simulation, we don't think it would be impossible without you know without using the system.
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