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Jul 29 at 10:35 history closed DMGregory Opinion-based
Jul 28 at 15:04 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 26, 2023 at 17:02 comment added DMGregory Given that this question went a year without getting an answer, I think that's pretty strong evidence that stress-testing it with synthetic content would be a faster and more accurate way to evaluate this approach. You don't need a full final game, just a few components that you can spam hundreds of copies of in a test scene to measure how well the performance scales. That would let you spot if there's a massive performance cliff at a low level of scene complexity, which could be a deal-breaker, or if you've likely got performance headroom to spare, making the approach viable.
Jul 25, 2023 at 18:45 answer added Richard Sim timeline score: 0
Jul 24, 2023 at 5:31 answer added SuperG316 timeline score: -1
Apr 15, 2022 at 18:57 history edited mrg95 CC BY-SA 4.0
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Apr 15, 2022 at 18:54 comment added mrg95 Sure, but that would require finishing my game first. The question comes down to, what are the effects/drawbacks of an ECS system without ECS-style memory layout and are they generally prohibitive? Someone with a deeper knowledge of unreal and ECS I would listen to more so than myself at this early stage of development.
Apr 15, 2022 at 11:39 comment added DMGregory If it works in your testing and has adequate performance on your target devices, that is all that matters. I don't recommend basing your technology decisions on an opinion poll of Internet strangers. Some rando could log on here and say this is the best idea ever, or the worst of all time, and neither of those would change the real evidence that you have access to: your profiling results, and your personal experience of how well you enjoy developing in this system.
S Apr 15, 2022 at 2:39 review First questions
Apr 15, 2022 at 9:48
S Apr 15, 2022 at 2:39 history asked mrg95 CC BY-SA 4.0