If you look really carefully you'll find structured column databases have similar properties since when you optimize for speed cache misses are your number one enemy.
If you look really carefully you'll find structured column databases have similar properties since when you optimize for speed cache misses are your number one enemy.
About structured column databases, the same thing could be said about Lisps like Clojure which match the RMDB data model. But people still find it hard to grok it, hence the low adoption rate.
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/...
The "S" in unreal is a tick. It's been about a decade since I last worked with Unreal but there was very much the concept of systems that processed batches of things in areas where performance was a concern.
Keep in mind that ECS is a design pattern and just like any design pattern applied blindly you can end up in a worse place than you started. A FactoryDispatcherQueuePatternImpl helps no one despite using many design patterns. When it comes to ECS it's much more about the spirit than the letter of the law.