
Building Fyrox: A Rust Game Engine (with Dmitry Stepanov)
Developer Voices
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Optimizing Game Worlds with World Streaming
This chapter delves into world streaming in game development, emphasizing the need to manage unused game areas for enhanced performance. It discusses the challenges of traditional OOP in handling numerous entities, particularly in dynamic scenarios like real-time strategy games, while advocating for entity-component-system (ECS) architectures in Rust.
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