In this series of posts I will be testing architectures and algorithms for ECS simulation. Particular those related to procedural generation and worlds with a large number interacting agents. I think about the simulations controlling things like a sim city style game or ecological simulation as opposed to first person centered game like an RPG or shooter. The main difference being in an RPG even if there thousands of agents in a world only the ones the player are simulated at any moment. Whereas in a sim city type game all the parts of the city are simulated each tick …
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