Quick question on archetypes and efficiency. It is my understanding that archetypes are packed into memory based on their profile(ComponentA, B,C) lets say is ArchetypeA. If I sequentially add/remove ComponentD to my list of entities via a TurnSystem is this affecting the performance of ArchetypeA? The problem attempting to be solved is designating which entity's turn it is to process in a turn based game. The other systems would be something like MovementSystem<ComponentA, ComponentD> so that movement is only processed for the entity whose current turn it is. OR Would it be better to include ComponentD(TurnComponent) in the initial archetype and simply flip a bool in it to true or false. In this case all the other systems would have to check all the entities to see what the value is.