There is this myth about the correct way in which one should code a game, entity/component is just the current fad of the decade, previously it was OOP.
back
1 comments
I think it's more than a mere fad, but like OOP, it does have the potential for a cult to build around it.
The entity/component pattern is little more than preferring to decouple data from logic, and avoiding dependency trees. That's not particularly esoteric or irrational.