In performance-sensitive applications like games it is crucial to access data in a cache-friendly manner. Especially when dealing with a large number of objects of the same type, e.g. individual components in an entity-component-architecture, we should make sure to read as little data as possible. However, simple arrays-of-structures are often not suited for this, with structures-of-arrays yielding better performance. But the latter are not natively supported by the C++ language.