I have an awesome idea for RPG game! It’s gonna have a great trading system and NPCs will have lives of their own, and the grass will grow and the river will procedurally split in half and...
ECS (Entity Component System) is a great architectural pattern that is perfect for building medium to big games, that offers some advantages over traditional OOP (Object Oriented Programming). In short, when using ECS, every game object consists of Entity - unique ID, multiple Components that hold data, and Systems that operate on and manipulate components. This separation allows for much easier implementation of independent features than big objects built with inheritance.