Thing is most usable systems will require multiple components. A rendering system will require not just the position component, but facing, perhaps size/scaling, a model component, perhaps a shader component, and a host of others. Likewise a physics system will require position, facing, velocity, momentum, and another half dozen components. When working with many entities, all with varying number of components, there's no way a given entities components will fall in a nice order. I can't see how cache coherency can be maintained in any but the simplest of scenarios.
Any ideas how memory management of a CE system should be approached in a real program?
Edited by Ryan_001, 17 April 2014 - 10:00 AM.