Closing Keynote
summary
Case study of a moderate-sized game engine (Rust + Lua) shows concrete choices: shifting from OOP to data‑oriented ECS, turning structs-of-arrays into component maps, using generational indices (slot‑map pattern) to avoid use‑after‑free, and a registry/anymap approach for dynamic components and resources. Slides and blog present code, a working engine, lessons on borrow‑checker pain points, why internal mutability or Box<dyn> fail, and recommendation to use existing crates like specs for production.
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chapters (11)
- 0:00Start
- 4:25Data Oriented Design
- 4:59What Is a Video Game
- 8:10Principles of Object-Oriented Design
- 8:52Abstraction Principle
- 11:03Entity Index Type
- 19:32Entity Interface
- 20:52Interior Mutability
- 31:27Generational Indexes
- 34:17Dynamic Typing
- 36:40The Registry Pattern








