Earlier quoted context omitted.
Something I've had trouble wrapping my head around with ECS -- how does it fundamentally differ from an in memory relational database? They describe a "sparse set" designed for sequential identifiers -- how does that compare to something like an in memory b+ tree?
ECS is less about access patterns (relationships and queries) and more about efficient storage. Games care about page faults still so making your tight loop execute quickly on many smaller pieces of data and "do the right thing" is a win. Also, from an architectural perspective it's easier to write abstract code like `Health.value -= 10` instead of PlayerHealth.value -= 10`. By coding against a single components inte…
Case in point: rustc: