In 2D games it is often times some kind of object hierarchy (scene graph, display list, nodes) imposed by the engine/library, which never plays well with ECS IMO. In these instances I think it is better to just inherit from a carefully thought out god object (yeh yeh I know).
If you are using a low level rendering library, or immediate mode library, you can more easily define your state however you want, but still ECS incurs massive overhead compared to basic arrays of structs. If your language allows structural typing then ECS seems to me as having little benefit.
If you are using a low level rendering library, or immediate mode library, you can more easily define your state however you want, but still ECS incurs massive overhead compared to basic arrays of structs. If your language allows structural typing then ECS seems to me as having little benefit.