I have been reading through the ECS implementation in UE5, and despite being generally pleased with what I see, one thing bothers me. The names. “Mass” has very similar name to things like lightmass and landmass but aren’t related at all. It is a common word with uses within the engine that are also not related to the Mass system. While I could take or leave a silly name for the system, must we really work with ‘mass fragments’ instead of ‘entity component’ ‘component’, or even ‘mass components’? Despite familiarity with the pattern I had to dig around just to confirm that fragments were components.
Please, before the documentation goes out and 5.0 launches for real, reconsider this. Don’t doom us to years of talking about Fragments, I’m begging you!
This. I was so happy that UE finally has ECS only to discover that while the rest of the industry calls it ECS (and I really don’t mean just Unity here), they have something something fragments… why? And the best part is their feature highlight video that needs to take time to say things like you can think of [epic name] as entities that are build of [epic name] which are basically components…
So yeah, please, please, pretty please, name it differently before it’s impossible to do so. Even ECS_Entity, ECS_Component, ECS_System is better than [epic name].
PS: [epic name] isn’t a joke, I mean, I didn’t look it up right now because it’s funny, but I’ve seen the video yesterday and I have absolutely no idea how it was labeled there.