Since I started my series about handling movement, I’ve learned a lot more about Entity Component Systems and I’m changing the way my engine is structured to reflect this.
While this sounds like a Typical Simon Rabbit Hole, it has fundamentally changed how I approach game engine development and I have made some huge strides with very minimal effort. Thanks to the advantages of ECS, some features that I thought would have to wait for many versions down the line have become trivially easy to implement.