I am building a project with Zay-ES and I have about 150 entities that interact with each other, adding and removing some components here and there, like 0-3 components per entity per frame. Nothing really big. Also, some entities (projectiles in-game) get created and destroyed often. Each bears something like 7 or so components.
What I find very soon into the game is this:
Zay-ES internal machinery makes the GC run so often that the game starts to freese every 5 seconds or so.
This is strange to me. I did not think that such a basic operation as creating/removing components should take that much. And I am sure that for an ECS that is a crucial point, since the concept itself somewhat relies on quickly managing the components.
So the question is: by creating and removing entities and adding/removing components from then in the amount of 150 entities, say 7 components per each, and about 25 systems in my ECS currently, I am causing this. Is this normal? Is this a performance bug? Am I missing something?