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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

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