HackerTube.dev

Bob Nystrom - Is There More to Game Architecture than ECS?

Roguelike Celebration · 301.5K views · 2018-10-09 · 23:06

Open on YouTube ↗

If playback is restricted in your region, try opening the original video. Use Mark watched to add it to your marked videos.

Overview

Bob Nystrom, author of Game Programming Patterns, gives a Roguelike Celebration 2018 talk questioning whether entity component systems are the only way to structure a game. He walks through alternative architectures drawn from roguelike development.

On Hacker News

HN commenters cite it as a level-headed counterpoint to ECS zealotry and a good intro to game architecture beyond ECS.

Recommended by 3 HN people across 3 months · HN mentions 2020–2026

Topics

Search by tags

What people said

marcingas · 2026-05 · Recommendation

I'd say don't immediately go into making an ECS and don't sweat about perf too much. You can totally do this in any programming language. This is a good talk about roguelike software design in general: [VIDEO] Tbh the whole channel is a gold mine of inspiration. Also check: [LINK]

Read the original HN comment ↗
halvnykterist · 2021-10 · Recommendation

I can't help but be heavily skeptical of approaches to a (traditional) roguelike that use ECS. The idea is very entrenched in the rust gamedev community, but for a turn based tile based game there's extremely little benefit and a lot of added complexity. Bob Nystrom has an excellent talk on roguelike architecture [0] and rust as a language itself doesn't prevent any of these approaches. If anything, the existence of sum types as enums make many of them all the more powerful. [0]: [VIDEO]

Read the original HN comment ↗
hu3 · 2020-09 · Recommendation

This is known and heavily used by the game industry for a long time now. Ultimately it comes down to data locality and there's no silver bullet. Performance varies with your data access pattern and code must be adapted to keep caches as warm as possible. There are also maintainability trade-offs. In general I'd advise this kind of optimization only for performance-critical code like games. For more information on how game development approaches this, read about Entity Component Systems. Here's a good start: [VIDEO]

Read the original HN comment ↗

Sources

Video by Roguelike Celebration, played through YouTube.

Data and selection notes

HN summaries and labels may contain AI errors. HN dates refer to discussions, not video publication.

HN Library: HackerTube export (2026-10-31) and open-index/hacker-news. Upstream summaries and classifications may contain AI errors.

Views, duration and playback status refresh separately from the published catalog. When an update fails, existing data remains visible.

Selection checks
  • SaaS & AI candidates: Topic keywords do not match
  • Editor-approved picks: Editorial review is required

Rule matches identify candidates. They do not guarantee video quality or financial results.

About the library and its sources