Entity component system based game engines are sold
as "an entity is just an ID".
Which of course makes me think,
what if an entity wasn't even an ID?
This is a research engine that creates an entity
component system style game engine, where entities
are entirely implicit, with no ids.
ID management in ECS adds overhead, as the ids are
often used to connect various components, thus
those connections need maintaining. This often
leads to things like particle systems not
being built as entities due to the entity management
overhead.
The demo directly challenges this by running a space
battle demo, involving flocking, target seeking
missiles, and particle based smoke trails. The scenario
is designed to challenge any reason an ID might be necessary.