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kvark
froggy
Rust2018–2021
kvark / froggy

froggy

Component Graph System experiment

2Distinct people
5Mentions
0Explicit recommenders
323GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Component Graph System experiment

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year5 dated mentions

Observed mentions: 2018-10-12 18:12:06 UTC to 2021-10-14 13:02:53 UTC.

012342018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments2021

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC413

What Hacker News says

5 sources
What I found in practice is that many people start using the ECS for speed, and then draw themselves into a corner of the design space. Now they have to weight every step on "how would it work in ECS?", and dedicate effort to fight the ECS paradigm. For example, a mesh may contain multiple materials. Is each material chunk a separate entity? Or maybe each bone in a skeleton is a separate entity with its own "parent" and "transform" plus other component. One of the different approaches is component graph systems [1]. It lacks the ability to mix and match components, but provides a more natural (and simpler) model to program for. [1] https://github.com/kvark/froggy/wiki/Component-Graph-System
In Object-Oriented Entity-Component-System Design
> For games that want this level of complex interaction between components, entity component systems are the way to go. Entity component systems are still in a half-baked state, with everyone rolling their own slightly different conceptual model. They're solving a problem, but not solving it well. One promising direction is getting rid of entities. Components need to link to entities and other components anyway, so one may as well treat entities as zero-size components. Old writeup (not mine): https://github.com/kvark/froggy/wiki/Component-Graph-System
In How Dwarf Fortress is built

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