Handles are the better pointers (2018)
The article basically describes the  Entity-Component-System architecture and it makes sense when your app is essentially a stateful simulation with many independent subsystems (rendering, physics, etc.) managing lots of similar objects in realtime (i.e. games). I thought about how it could be used in other contexts (for example, webdev) and failed to find uses for it outside of gamedev/simulation software. It feels like outside of gamedev, with this architecture, a lot of developer energy/focus will be, by design, spent on premature optimizations and infrastructure-related boilerplate (setting up object pools etc.) instead of focusing on describing business logic in a straightforward, readable way. Are there success stories of using this architecture (ECS) outside of gamedev and outside of C++?