Gamedev post: ECS Tricks for Special Creatures

Right, so the thing about the ECS pattern is that it makes it straightforward and concise to do a bunch of the really nasty video game shit: Intrusive and cross-cutting systems that affect a lot of entangled state across many domains. I'm not even gonna start with this, but perhaps you have seen something that qualifies. Scheduling-level concerns — for example, gameplay systems shouldn't run while…