alice wolfraider said:
the point of ECS: is that you don’t need the code of a specific engine like Unity5 or UE5: you have your own game engine separately from physical engines - and here is the benefit - you can have gameplay portability to another engine or within the inside of engine
I'm pretty sure you've confused the concept of ECS with the concept of linked libraries.
alice wolfraider said:
creating a competitive game program requires 5-7 years of development or hundreds of developers - at least dozens of company developers - ECS requires collecting ECS itself from six months to a year, but in the end you get a reduction in development time by several times, also reducing the costs of crowds of parallel developers, and for indies this allows you to create games more personally .. but this is a long tale .. the real point is that any game with which you want to make a profit will take 10 times more effort than it seems and then only ECS: and this is real “virtual development” as opposed to pseudo-virtual development which many are engaged in
Agreed with Julean. What you've written there seems to be detached from everything I've ever seen done or described over the past 40 years. It makes me feel old to write that.