Svelto ECS so far… Svelto.ECS wasn’t born just from the needs of a large team, but also as result of years of reasoning behind software engineering applied to game development(*). Compared to Unity.ECS the main goals and reasons for Svelto.ECS to exist are different enough to justify its on going development (plus Svelto isRead More →

Note: this is a seriously outdated article. Some concepts may be still valid, other totally misleading. Be sure you put all the pieces together reading all the articles and give more importance to the latest ones. It’s not simple to learn a new framework and even less shift code paradigm.Read More →

This an introductory post to Svelto.ECS 2.0. Other two posts will follow, one explaining the examples line by line and another explaining all the Svelto.ECS concepts in a simpler fashion than before. Therefore this article is written for who already knows Svelto.ECS. Svelto.ECS 2.0 is (at the time of writingRead More →

Note: this article is now outdated as Svelto.ECS 2.0 is out. Read it to have a complete picture on the concepts, but the most up to date information can be found now here. Note: in this article you will meet the term Node which has been superseded by the term EntityRead More →

In this article, I will explain the previously introduced Inversion of Flow control, then I will illustrate how to apply it in OOP and how this can be best achieved using the Entity Component System design. While ECS design apparently seems to have nothing to do with Inversion Of Control,Read More →