Creating games using entities and components
Ruby is an object-oriented language, and that is the paradigm we mainly use to write software.
Object orientation is not always the best solution for some situations. In real-time simulations, such as real-time games, techniques such as inheritance, modules, traits, etc break down.
This talk explains the entity-component-system architecture, a common pattern in modern game architecture, which explicitly breaks away from object orientation to achieve large gains in flexibility and speed.