Reflecting some more on the Sketchpad & ECS parts of this talk: SideFX Houdini organizes all geometry data in similar vertical silos of points, vertices, edges, faces, prims, each with component IDs, each with its own group of native and user-defined attribs, and with similar powerful "omniscient" visibility/access from anywhere. That structure makes VEX SOPs akin to "systems" in an ECS setup and the handling/scripting itself very fun & powerful. The GUI also provides spreadsheet views of the geometry (again similar to e.g. what FLECS provides for debugging). Considering the age of Houdini, I think this approach is notable...
Blender's BMesh Radial Mesh implementation[1] is more traditional OOP structured, but the core idea of "discs" (aka bi-directional circular lists) of pointers to vertices & edges now seems somewhat relevant to some Sketchpad ideas too. Also a reminder that I really need to find/make time to update & release my own mesh implementation (from 2018) combining ideas from both Houdini & BMesh... It's already been a year (again) since I last talked about & touched it... 😱
[1] https://developer.blender.org/docs/features/objects/mesh/bmesh/
#Blender #Houdini #Mesh #Geometry #DataStructure #ECS #Sketchpad