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The First Entity Component System - An Interview with Marc LeBlanc

76K views · Jun 1, 2026 · Education

Comments · 215

  • @EPICtureGUY · 4 months ago

    Glad Casey is finally letting us here to say thank you.

    46

  • @Chud-Tungsten · 4 months ago (edited)

    Casey, more like this please. &nbsp;Thank you.<br><br>More guys who were there, doing the thing, talking about how &amp; why they solved game architecture problems in the golden age.

    38

  • @javierolazaran7227 · 4 months ago (edited)

    Casey&apos;s videos are the type of content that helps me keep the programming flame alive in the current state of the field.<br><br>I&apos;m genuinely grateful for that.

    209

  • @flyaruu · 3 months ago

    That &apos;Big OOps&apos; talk was the best I&apos;ve seen in a long time

    21

  • @gcewing · 3 months ago

    &quot;Mayday, mayday. My heap is fragmented, I need to land immediately.&quot;

    15

  • @kRySt4LGaMeR · 4 months ago

    2026 has been an incredible year in regards to Casey producing posting quality stuff. Not sure what changed but this is the type of stuff that I seek out in tech youtube :)

    59

  • @ShreyasGaneshs · 4 months ago

    so much casey content is the best thing thats happened in the ai era

    202

  • @moonythm · 4 months ago

    Casey&apos;s been on fire recently

    64

  • @SeanTBarrett · 4 months ago (edited)

    In the System Shock source code, in addition to objects having 1-byte class and 1-byte subclass, objects have a 2-byte ObjSpecID, indexing the &quot;object-type-SPECific&quot; (presumably) ID. Then there&apos;s a common header for every ObjSpec type, which includes both a back-pointer ObjID, but also &apos;next&apos; and &apos;prev&apos; ObjSpecID. So rather than iterating over the arrays, code in Shock iterated over a type-specific doubly-linked list of ObjSpecIDs, allowing it to skip around through a sparsely-allocated array. (There&apos;s a macro FORALLOBJSPECS that steps through such a linked list.)<br><br>typedef struct ObjSpec {<br> &nbsp; &nbsp;union {<br> &nbsp; &nbsp; &nbsp; &nbsp;struct {<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;ObjID id : 15; &nbsp; // ID in master list<br> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;ushort tile : 1; // look in tiled array?<br> &nbsp; &nbsp; &nbsp; &nbsp;} bits;<br> &nbsp; &nbsp; &nbsp; &nbsp;ObjSpecID headused;<br> &nbsp; &nbsp;};<br> &nbsp; &nbsp;union {<br> &nbsp; &nbsp; &nbsp; &nbsp;ObjSpecID next; // next struct in free or used chain<br> &nbsp; &nbsp; &nbsp; &nbsp;ObjSpecID headfree;<br> &nbsp; &nbsp;};<br> &nbsp; &nbsp;ObjSpecID prev; // prev struct in used chain<br>} ObjSpec;

    157

  • @stunwin · 4 months ago

    i was googling ECS videos yesterday, so i have no choice but to believe i caused this video

    223

  • @cooperw839 · 4 months ago

    Thanks for recording this! The 90s era of development to me stands as the golden age of technical achievement coupled with like, garage band authenticity and enthusiasm. Remains my biggest inspiration for game development even now.<br><br> Incidentally, Mahk was also guest on Warren Spector’s game design lectures, and it’s well worth seeking it (and the rest) out on YouTube.

    18

  • @computersciencestudentriverbat · 4 months ago

    The amount of care and attention to detail MAHK talks about is the exact type of mindset I want to have in my code. I&apos;m just a student but I can already tell that this sort of thinking about solutions in a full and complete way is really why older games &quot;feel&quot; better. This goes beyond games too, I think this can be applied to a lot of different areas in and outside of software development.

    25

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