Goroutines and channels make it very straightforward to set up an ECS engine hence you can actually run a lot of the engine in parallel and not have to stick to the "game loop" structure. Build your systems similar to the actor model with a mailbox, have an event/messaging bus, and you basically have a very performant engine.
I've yet to run into issues with the GC. The only bit of tuning I had to do was be careful with interfaces in hot paths and batch all graphics calls.
Goroutines and channels make it very straightforward to set up an ECS engine hence you can actually run a lot of the engine in parallel and not have to stick to the "game loop" structure. Build your systems similar to the actor model with a mailbox, have an event/messaging bus, and you basically have a very performant engine.
I've yet to run into issues with the GC. The only bit of tuning I had to do was be careful with interfaces in hot paths and batch all graphics calls.