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Comment by doctorpangloss

I work in gaming, so I cannot speak to your specific experiences. Entity Component Systems are extremely performant, really good science, and shipping in middlewares like Unity. However, in order to ship an ECS game, in my experience, you have to have already made your whole game first in a normal approach, in order to have everything be fully specified sufficiently that you can correctly create an ECS implementation. In practice, this means ECS is used to make first person shooters, which have decades of well specified traditions and behavior, and V2 of simulators, like for Cities Skylines 2 and Two Point Campus.

So this is not meant to diminish the achievements of what you have built at all, it is more intellectually honest to say that "any high performance framework is most suitable for projects that are exact clones of pre-existing, mature things with battle-hardened specifications and end user behavior." While this might cover some greenfield projects, including the best capitalized ones that may matter to you, it does diminish the appeal of a framework for the vast majority of success stories from small & poorly capitalized teams. Those small & poor teams are very innovation and serendipity driven and hence rarely copying a pre-existing thing. And even if they try to become well-capitalized, they are almost always doing so by having worked on the thing they are copying already (i.e., already shipping version 1.0 for years).

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