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Пишет nancygold ([info]nancygold)
You can't have macros without exposing the compile time structures, which for C/C++ (and other typed languages) are rather complex. I believe Rust will be even more complex with its anal dildo borrow checker. There is Flecs, which had to came out with its own language to overcome the C/C++'s limitations. But even Flecs doesn't expose ECS object as normal OOP objects, where you can access separate fields outside of global queries.

Accessing/updating a single entry in a columnar database isn't super efficient, but a frequently performed task. I.e. in a grid pathfinding algorithm, when one does `NeighbourCell.is_empty`. And if your ECS doesn't expose these, you will have hard time implementing even the core functionality.


Then again, what they usually call "ECS" is rarely the true ECS, but a variation on the component-based objects, where each entity has a list of used components, while also baking common components like Transform into all entities. Or they don't implement a bitmap, instead keeping an integer list. That precludes single entity access and makes entities super heavy and unsuitable for fine grained use, like terrain cells, even in raw C/C++, not speaking about interpreted languages like Symta. In many cases, ECS is bolten on top of an existing OOP model, giving the second system effect.

So it is not about the `Bevy has ECS too!!111` soy hype, but about how and for what purpose Bevy has ECS. I personally use entities as a way to implement set theoretic constructs and do ORM. So I have no idea why normgroids attack me for not doing everything the _normal_ way. Like we have 10 billion niggers wasting resources doing it the `normal` way. Not enough? Do you need more mario/sonic platformers soyslop or sports/shooters negroslop?


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