Abstract
ECS or Entity-Component-System libararies in Rust are plenty because it combines two feats: Highly performant cache friendly access - something important in Games and simulations but also a more surprising one: simpler data sharing/reference semantics in Rust.
In this talk you will learn how to build an ECS, what makes the Bevy ECS so advanced and why building Rust code with it is like an easy-mode in Rust. We will look at the surprising side effects of using an ECS like Dependency-Injection and fearless concurrency. We will reveal some of the magic behind arbitrary queries against this data store, efficient scheduling systems to run in parallel all without giving up the safety and efficieny Rust gives us.
We will see how people are using this technique way outside of game development, from complex CAD applications to static websites and UI frameworks.