Entity Component System (ECS)




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Mono Behavior



- Original prototype games during the initial stages on Mono Behavior. Can effortlessly create scripts and link them to a game object for play at the beginning of the game.
- Employing memory garbage allocation that removes objects automatically during frame updates. This can lead to performance issues, particularly when the main thread is involved, resulting in lag at high frame rates.
- The objects being removed are typically those that are no longer referenced by the system. Examples include destroyed objects, game objects, sprites, audio clips, strings, and others.
- Utilizing multiple scripts on a single game object can lead to significant performance problems. This occurs when all the scripts update simultaneously on that game object.
- As the number of objects increases, more scripts and game objects operate at once, resulting in further performance issues. However, this does not affect a game due to the low percentage of fluffy numbers. The more fluffies involved, the more noticeable the effects become.
- More game objects are generated when using MonoBehaviour, particularly for spawning the dialog game object, fluffy effects, baby fluffies, and audio effects.
- In artificial intelligence (AI), the fluffies will loop to gather materials such as food and other fluffies. This looping occurs within an update function. I believe this creates some complications within the Entity Component System (ECS), whereas MonoBehaviour continues to function well with this type of AI.
- I require additional time to understand why the Entity Component System (ECS) is encountering issues. These problems arise when searching for the previously mentioned materials. Crashes occur, which is not the case with MonoBehaviour.
- In MonoBehaviour, scripts can be divided into multiple functions that can be renamed according to their specific roles. This can be observed in the game project, such as fluffy conversations, mates, reproduction, sounds, variables, and more.
- Most scripts function independently on their own game objects. They do not integrate with others, unlike an entity system that operates on its own component framework.

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