Does anybody have experience with component systems like the one used in the engine in large projects? I feel like they all work well with components like Position and Velocity, but for anything less genetic, when you need to control what updates, when, and in what order, it looks like a nightmare to use. I get the same vibes as when using a genetic physics engine for a game; you end up messing with mass, gravity and casting a ton of rays just to get the behaviour you want. Maybe in sandbox games the trade off is worth it.