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Today we'll take a look at how I rewrote the entire Entity Component System in my own C++ game engine. I'll show you why the first version didn't work. How my rules were keeping me back. And that by breaking these rules I was able to make a simple and nice ECS. Let's take a look at my old embarrasing code, and my new, less embarasing code. Together we'll take a look at what I learned about game engnie architecture and how template metaprogramming helped me simplify my workflow. Audio used in animation: footsteps: https://pixabay.com/sound-effects/foo... button press: https://pixabay.com/sound-effects/but... projector switching: https://pixabay.com/sound-effects/sci... Awesome ECS libraries mentioned: flecs: https://github.com/SanderMertens/flecs entt: https://github.com/skypjack/entt Chapters: 00:00 Intro 00:26 Old ECS example 01:02 New ECS example 01:43 What is this video about? 02:01 Struct of arrays 03:12 Templates 05:04 The new plan 06:01 Querying 07:25 Outro #gamedev #gameengine #indiedev #ecs