Re:Flecs – A fast entity component system for C and C++
by meheleventyone on Tuesday April 04, 2023 @11:33AM
(#35441310)
This is true to a point if you need a general purpose entity management framework that will scale to whatever but a lot of games in the "make a game not an engine" vein don't need that complexity. Adding a dependency can save time but can also be its own rabbit hole.
One of those things where discussing theoretical stuff doesn't help because "it depends". :D
One of those things where discussing theoretical stuff doesn't help because "it depends". :D