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Realization: A proper Entity Component System *is* a relational database. Literally. The Entity is a shared foreign key among all the Component tables, and Systems execute queries. You just write the queries in C rather than SQL. Though I guess there's no reason you *couldn't*.

@ACEfanatic02 You hit the nail on the head here. A lot of game systems (not necessarily engines) do this. We use something similar where all design gets done in a kind of database and then "conditioned" for use in the game engine. The trick is getting the asset pipeline to stay in sync. THAT is the hard part.

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