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In game engine optimisation, an ECS (Entity Component System) typically organises components by which layout for cache efficiency?
ALinked list of components by entity ID always used
BPer-entity SQL row stored in an embedded database
CArray-of-Structs (AoS) of GameObjects with all fields
DStruct-of-Arrays (SoA): one array per component type
Answer & Solution
Correct answer: D. Struct-of-Arrays (SoA): one array per component type
Unity DOTS + Bevy + Acton GDC: ECS lays out each component type contiguously (SoA). Iterating Position components touches one cache line at a time.
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