I am writing this project in my spare time, just like all my other hobby gamedev. If you want the highest performance, it's best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I'd be interested in seeing your results.

Memory is the honeycomb, blocks, or chunks are the beehive frames, entities are the honeycomb cells, components, and tags are the honey, and systems are the bees.