Does anyone have any suggestions for a more generic ECS (entity component system) framework? I’ve been researching it for the past few days and it’s pretty head to find systems which aren’t necessarily video game related. I’m looking to apply it to a business application.
I don’t think it’s used much outside of C++ for games, or at least I couldn’t find much information about it. I mention C++ because it allows you to specify the memory locations of your arrays. C# doesn’t (at least not easily) and C# also has the garbage collector running instead of you carefully managing deletion.
I think most business applications are better suited for using databases like sqlite. Not sure though, personally I just did a lot of research into ecs because it sounds like a neat idea for data organization.
I’m mainly thinking about data organization in memory and removing a lot of the object hierarchy from our code.
For more background, this is for a trading tech order management system. We’re managing all kinds of different orders and the models are evolving over time. We always end up with over-coupling and our models are both sprawling and rigid.
That’s where ECS could come in. Rather than describing models in code with properties, why not describe Entities with associated components, all of which describe all facets of the order. I figure that our context is more similar to video games than anyone in my office might be willing to admit. So iterative performance is less important to me than object model flexibility and description.
Think I’m on the right track?
I found a pretty good generic one on GitHub awhile ago. When I get back in front of my PC later today, I’ll leave a link to it.
Ok. I found it. Nice and generic.
https://github.com/adizhavo/ECS
Best of luck!
C# devs
null reference exceptions