Rn I’m choosing between the hybrid and pure approach to Unity ECS. I’ve had experience using Entitas as a platform for my previous game but this time I’m considering the Unity version. I’m tempted by the reactive abilities of the pure concept but from what I’ve read that on paper it’s not quite production ready yet. Can somebody give me their feedback on the state of pure ECS. Should I stick with the pure concept, the hybrid concept or just settle with a third party ECS framework?
Id stick to hybrid, your going to struggle to make something 100% pure ECS. Its not impossible, but it is time consuming given that not everything is ECS compatible yet. So many things you will have to write yourself
I just quote that here, to keep in one place.
Regarding production ready matter, I will exaggerate example, but ECS is a bit like assembly atm. Most feature need be done by own self.
We got GameObject conversion and some physics working. Is not ideal yet but is functional. However, if you want use character animations, for example, or locked your mind set on using sprites, then tough luck.
You could go for production with ECS in early 2019. But question is, how much extra mile you are willing to go.
But in fact, you could do platform shooters even then. Completely fine. Or something with custom simplified physics.
Or as Unite ECS demos been shown.
Putting all that aside, there is potential one major hurdle, which was ringing already on DOTS forum.
How many platforms and devices, DOTS reliably supports at current state. You really need take that into account.