It provides total control and freedom over the data, using pointers to access and change shared data directly, which is especially useful for performance-critical scenarios on the main thread.
It supports Burst compiler and Jobs, allowing for efficient multithreading without complex synchronization points, events, or bitmasks. ecstasy-main_1.zip
A deeper dive into the of this specific C++ ECS approach? It provides total control and freedom over the
While built for Unity, the documentation suggests it can be used outside of it with minor modifications. ecstasy-main_1.zip
Currently, it does not support multiple components of the same type on a single entity and lacks support for interfaces and polymorphism (such as world.Pool ), though workarounds or future support are being considered.