Storing Data in a Static ECS

When it comes to developing a game at some point you want to have some data that defines it for it not being a black screen. The naive solution is of course to rely on the object oriented aspects C++ gives you. We will now check why that is not necessarily the best idea when it comes to performance, but also maintainability. We will implement as much compile time / meta programming aspects as possible ...

August 10, 2026