
Kirill Geizerov
BlackHub Games
A game engine must process thousands of objects in real-time. Traditional OOP in C++ is not ideal for achieving the necessary flexibility and performance:
Additional C++-specific challenges include:
These issues lead to poor performance, scalability, and development efficiency, increasing debugging time and requiring higher developer expertise, which strains tight deadlines.
This talk introduces an alternative architecture for C++ game engines: Entity Component System (ECS). ECS offers a different approach:
The talk will cover ECS implementation in C++, touch on Data-Oriented Design (DOD), and discuss multithreading strategies. It will be relevant not just for game developers but for the wider C++ community, as it tackles an essential subject: OOP in C++, the pitfalls of the classic approach, and modern alternatives.
BlackHub Games