Re:Flecs – A fast entity component system for C and C++
by vouwfietsman on Thursday April 06, 2023 @12:36PM
(#35470856)
Still a weird take, as the ECS approach makes it much easier to do AoS vs SoA which is actually great for access/loop performance.
I'm sure there's examples where a non-ECS approach beats out an ECS approach. But to say that ECS incurs more overhead generally is just plain false.
ECS are obviously more efficient for traversing a subset of your entity data if that subset resides in one small component, simply because the total span of bytes accessed is lower and the cache hit rate is higher.
I would be more inclined to claim the opposite: that ECS systems are generally MORE performant than arrays of entities, but you can really only be wrong when making general claims like that.
I'm sure there's examples where a non-ECS approach beats out an ECS approach. But to say that ECS incurs more overhead generally is just plain false.
ECS are obviously more efficient for traversing a subset of your entity data if that subset resides in one small component, simply because the total span of bytes accessed is lower and the cache hit rate is higher.
I would be more inclined to claim the opposite: that ECS systems are generally MORE performant than arrays of entities, but you can really only be wrong when making general claims like that.