Earlier quoted context omitted.
> That's an ecs data structure [...] ECS isn't a data structure tho, it's a pattern. You must be referring to the component storage. That's, at best, half the equation. You do realize the discussion is about the 50MB program, which uses both the component storage, the system scheduler and other features, right? > That's just adding a function pointer to field Just as much as creating a new process, through the IP/PC…
ECS isn't a data structure tho, it's a pattern. Every implementation out there is a data structure. You keep talking about things that use it and then lump them together. That's just you. You do realize the discussion is about the 50MB program, which uses both the component storage, the system scheduler and other features, right? No, the first person I replied to said that justified a 50MB program. A few other softwa…
Examples?
> 50MB is not something you get to with 4 or 5 parts of a game engine.
Depends on the engine's architecture, runtime, etc. Again, don't know if you are blaming the bloat on those components alone (it seems like you are), but you haven't established a direct link between said components and the bloat, thus, it's hard to properly reason about the tradeoffs given that we don't know how said bloat scales.
> That's the stripped binary too, it was originally 700MB.
Actually, no. Rust doesn't strip binaries on release by default. There's a reason there's a guide about minimizing Rust program sizes.
> You brought it up, I'm not even sure what point you were trying to make.
You are the one who nitpicked over "You register functions", ignoring the rest of the sentence.