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> ECS is basically the realization that relational databases are a pretty damn good model.

A pretty darn good model for what though and to what extent? For processing millions of objects, sure. For gameplay logic, using ECS for everything? I don't know about that. What I was implying with my comment is that ergonomics are the most important trait of a good game engine.

I reach for an ECS as a last resort when the performance of a gameplay system demands it, not before. Even before that I will tweak my gameplay code to be less wasteful.



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