this post was submitted on 12 Nov 2025
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Programming

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The description listed a mirror of this video on Vimeo, but I'm not sure if it's still accessible as I have no access to Vimeo here: https://vimeo.com/649009599

Recently I discovered something called data-oriented design and I thought it was such a brilliant concept. Here are other references I recommend:

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[–] ZILtoid1991@lemmy.world 2 points 1 week ago (1 children)

I do a lot of stuff like that in my game engine, alongside with Entity Component System. Not everything is ECS as I still use some OOP stuff there and there, just to make my life easier in non-performance critical applications.

[–] hono4kami@piefed.social 2 points 1 week ago (2 children)

in my game engine, alongside with Entity Component System

You make your own game engine?

Yeah, I came across the concept of ECS while I was trying out a game engine called Bevy. It was interesting but like many framework made using Rust, it has too many abstraction or macros. It's not always a bad thing & I totally get why it's like that, but I want something more lower level for learning purpose.

So I searched around for more low-level stuff and found this talk by Andrew Kelley. Also I'm currently trying to create some city-sim game using Raylib and Zig, and I plan to try to apply to the game I'm making. It's my first time trying to properly make a game so it's gonna take a while lol

[–] calcopiritus@lemmy.world 2 points 1 week ago (1 children)

If what you want is low level, I recommend wgpu. And you can go even lower level of you go for wgpu-core instead.

However, when you go this low level, making a game is not the objective, since it would be incredibly tedious compared to using an actual game engine. I had a lot of fun doing small things with wgpu though. Learned a lot too.

[–] hono4kami@piefed.social 1 points 6 days ago

Ah, will take a look. Thanks

[–] ZILtoid1991@lemmy.world 1 points 1 week ago

I also first encountered it through Bevy, but I did it in a less obtuse, less macro-heavy way in mine, as well as using D instead of Rust (D IMHO is better for gamedev stuff, due to not being as much functional programming-first as Rust). Please note that mine does not have much 3D capabilities as of yet, as my game engine is 2D first with some optional 3D later being added.