The description listed a mirror of this video on Vimeo, but I’m not sure if it’s still accessible as I have no access to Vimeo here: https://vimeo.com/649009599
Recently I discovered something called data-oriented design and I thought it was such a brilliant concept. Here are other references I recommend:
- A book available online freely https://www.dataorienteddesign.com/dodbook/
- I think this is the first blog post about the concept https://gamesfromwithin.com/data-oriented-design
- Data-Oriented Design and C++ - A talk by Mike Acton https://www.youtube.com/watch?v=rX0ItVEVjHc


You make your own game engine?
Yeah, I came across the concept of ECS while I was trying out a game engine called Bevy. It was interesting but like many framework made using Rust, it has too many abstraction or macros. It’s not always a bad thing & I totally get why it’s like that, but I want something more lower level for learning purpose.
So I searched around for more low-level stuff and found this talk by Andrew Kelley. Also I’m currently trying to create some city-sim game using Raylib and Zig, and I plan to try to apply to the game I’m making. It’s my first time trying to properly make a game so it’s gonna take a while lol
I also first encountered it through Bevy, but I did it in a less obtuse, less macro-heavy way in mine, as well as using D instead of Rust (D IMHO is better for gamedev stuff, due to not being as much functional programming-first as Rust). Please note that mine does not have much 3D capabilities as of yet, as my game engine is 2D first with some optional 3D later being added.
If what you want is low level, I recommend wgpu. And you can go even lower level of you go for wgpu-core instead.
However, when you go this low level, making a game is not the objective, since it would be incredibly tedious compared to using an actual game engine. I had a lot of fun doing small things with wgpu though. Learned a lot too.
Ah, will take a look. Thanks