Due to potential new direction of D, I’m looking for some escape route just in case. I’m primarily a gamedev, so no functional programming languages like Rust or Haskell. Also one of the features I dislike the most in C/C++ is the super slow and super obsolete precompiler with its header files, so no zig, I don’t want to open two files for editing the same class/struct. Memory safety is nice to have, but not a requirement, at worst case scenario I’ll just create struct SafeArray<Type>. Also I need optional OOP features instead of reinventing OOP with all kinds of hacks many do when I would need it.

Yes I know about OpenD, and could be a candidate for such things, just looking into alternatives.

    • Ephera@lemmy.ml
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      13 days ago

      It’s the “Entity-Component-System architecture”, consisting out of:

      • entities, which are basically just IDs to associate different components,
      • components, which are individual data points like the health or the position or the velocity of an entity, and
      • systems, which operate on components to introduce interactivity. For example, you might have a system which looks at all entities with a position and a velocity component, and then it just adds the velocity to the position. Then another system checks for collisions based on the position component and the dimensions component, and then subtracts from the health component when a collision happened.

      It’s kind of a competing strategy to OOP. It offers better performance and better flexibility, at the cost of being somewhat more abstract and maybe not quite as intuitive. But yeah, those former two advantages make it very popular for simulations / gamedev. Any major game engine has an ECS architecture under the hood, or at least something similar to it.