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It is not slow either, according to this benchmark, it is currently one of the fastest ECS libraries available(*)
Here is an Asteroids game built with it: https://github.com/blixt/asteroids/blob/master/src/game.ts
Fair enough on leaving parts up to other code instead of the library. I started my ECS with the idea of optimized storage (eg hash maps for sparse components) and indexing (which is why formal Not helps a lot, but indeed Maybe is only sugar for less code). I really liked this Rust ECS which also does parallelization, which makes it important for the ECS to also know which order the systems execute in, and their dependencies on each other (something I started doing but never finished): https://github.com/amethyst/specs
Related posts
- Why ECS pattern is popular in Rust?
- Want to learn how to make games with Rust and the Bevy game engine? Now is a great time to jump in with the recently released Bevy version 0.10. I created a Bevy 0.10 beginner tutorial video series for those looking to learn and join our game dev community!
- Is implementing an ECS in rust a bad idea for a beginner project?
- Goggles - A specs-derived DIY library for doing ECS
- Announcing flax 0.2 - A fully featured ECS