What is the ECS architecture in game development?
ECS stands for Entity-Component-System. It's a design pattern used to manage game objects and their behaviors.
How does ECS differ from traditional OOP in game design?
Unlike OOP, which groups data and behavior together, ECS separates them, allowing for more flexible and efficient game design.
Can you give me an example of how to implement ECS in C++?
Sure! You would create entities as unique IDs, components as data structures, and systems to process those components.
What are the benefits of using ECS?
ECS improves performance, enhances code reusability, and simplifies the management of complex game behaviors.
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