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Concurrent modification of components in ECS

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I have little game dev experience but trying to create an ECS based game engine for personal use. Components are stored in, and managed by, separate Systems, as i believe it's good SRP, and the most performant since each System can choose a memory layout optimal for its purpose, e.g. sorted, stored in GPU, etc. The engineering issue i've been struggling with is how to create/update/delete Components in such a design, preferably allowing good parallelization. I've read every article/post i can find, none seem to present a full or convincing solution. Conceivable methods …


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