Good but also frustrating video on why rust isnt a cure-all for memory validation errors. The TL;DW is that rust in this situation is removing pointers and forcing you to safely index into a vector which cant give you back invalid memory for a game entity
However theres nothing stopping you from referring to a dead entity or the wrong entity and you've effectively just turned off the borrow checker by making your own fake memory allocator. It boils down the same solution you use for C++ (check the unique/generational id before dereference). Invalid heap isnt a real world bug in entity component systems ever so rust does nothing anyway.
The frustrating part is i kept thinking he was going to introduce me to some ingenious strategy to solve invalid cross referencing and he doesn't.