ECS is suitable for decoupling large data objects, commonly used in games where each character (Entity) has extensive data that needs to be split into physics engine-related data, skin-related data, character attributes, etc. (multiple Components) for consumption by different subsystems (Systems). When workflow data structures are complex, ECS is very suitable for decomposition.
Let's compare two data solutions:
Advantages:
Disadvantages:
Notes:
Advantages:
Disadvantages: