What are the drawbacks of using ECS in C++ game architecture?
Some drawbacks of using ECS include increased complexity, potential performance overhead, and a steep learning curve.
Can you elaborate on the performance overhead?
Certainly! ECS can introduce performance overhead due to the need for frequent data access patterns and cache misses.
How does it compare to traditional OOP approaches?
ECS can be more efficient in terms of data locality and parallel processing, but traditional OOP may be easier to understand for smaller projects.
Are there specific scenarios where ECS is not recommended?
Yes, ECS may not be ideal for small-scale projects or when rapid prototyping is needed due to its complexity.
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