Has the full-stack game engine MUD v2 abandoned the ECS architecture? Is ECS suitable for creating full-stack games?

Has MUD v2, a full-stack game engine, moved away from ECS architecture? Is ECS still a viable option for full-stack game development?

Lattice has announced the release of version 2, which brings significant changes to the overall architecture of MUD. The connection with ECS has been weakened, and a new on-chain database called “Store” has been introduced, which is based on a “table” data structure. Encryption researcher CaptainZ has written an interpretation of the relationship between ECS and table, the working principle of Store, and whether ECS is suitable for making full-chain games.

MUD v2 is a framework for building Ethereum applications, including Store, World, fast development tools, client data storage, and MODE. The main idea of MUD v2 is that all on-chain state is stored in Store, using Store as an efficient on-chain database. MUD v2 logic is stateless and has custom permissions that can be called across contracts. MUD v2 does not require an indexer or subgraph. The frontend automatically synchronizes: When using Store (and extended World), your on-chain data self-checks and any changes are broadcast through standard events. These events and patterns are utilized by MODE: MODE converts your on-chain state into an SQL database and maintains millisecond-level delay updates.

ECS mode is essentially a modeling method for data structures that separates data (components) and behavior (systems), making data storage and processing more flexible and efficient. The advantages of this method include composability, data locality, reusability, and parallelism. Several types of ECS data structure modeling: 1) Archetype, which stores entities with the same component set in a table, where components are columns and entities are rows; 2) Sparse Set, which combines the advantages of arrays and hash tables. The ECS based on sparse sets stores each component in its own sparse set, which is keyed by entity ID. 3) Bitset; 4) Reactive ECS.

The Store component is a data model in MUD v2 that supports ECS mode, providing a table-based data model that is closer to a relational database. MUD v2’s Store component stores data in the EVM storage. Each smart contract has its own storage space in the EVM, which is persistent. It provides higher-level abstractions, making it easier for developers to store and retrieve data.

Reference: https://twitter.com/hiCaptainZ/status/1679413180098056193

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