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Technically Copper is a compiler taking your graph with those constraints in mind and building a game loop out of it.
We have ~100x less latency and ~12x faster logging also because we have adopted a data oriented architecture: the tasks outputs are written back to back in memory, all the IOs are linear (we could log to a block device straight, we don't even need a filesystem). I am not sure it is possible to touch this with ROS just because of its "everything is asynchronous" design pattern.
So the question is more about those limits in practical applications: do you have use cases where you absolutely need every single component deployed as a kind of micro service in a robot?
In terms of architecture though, it looks like it makes a ton of sense inside something like a tracker (ie the entity is basically a track) but for other parts like a vision pipeline, sensor fusion etc... I don't see how it helps.
Tell me if I am missing something.
Talking about Bevy, fitting Copper within Bevy to build this little simulation example happened super naturally: Copper is a System querying the Entities within the virtual world after each simulation tick.