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CyberDildonicsyesterday at 12:06 AM2 repliesview on HN

I think you're conflating other big features of a game engine with a way to store data. If you look at other ecs implementations they are data structures, they don't do "system scheduling" (is that different from regular scheduling?)


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fluffybucktsnekyesterday at 4:03 AM

First of, Bevy isn't just an ECS implementation. It's a game engine designed around ECS. While the ECS part is its core, Bevy also provides rendering, resource management, physics, etc. One of its other tasks, a rather important one too, is system scheduling: once you register systems, Bevy is responsible for dispatching them each frame, at the appropriate time, while also avoid data races over global resources and components.

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fluffybucktsnekyesterday at 3:52 AM

Other ECS implementations might not, but Bevy does come with a system scheduler. You register systems (functions that operate over the components) and, through their parameters, Bevy's scheduler decides how to parallelize the registered systems while avoid data races.

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