I think I'm missing the point of ECS

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  • entt

    Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

  • I am just spitballing though, its been years since I made one of these and it wasn't spectacular or anything. You just have to work with it, mess with it, test it. Keeping a strong API boundary, if you goal is to abstract away the inner workings of your ECS, will go a long way. I know entt is a really good one with good documentation that you can reference to make something more simple/specialized/faster for your case. . Also I used this talk as reference, it was back in 2017ish not 2019, but I distinctly remember it being counterintuitive (they always sorted the data to operate on it more efficiently... for Overwatch of all games?) and that is what start my deep dive into DOD insanity.

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