It's interesting, but how much different is from anothers component based system here on forum ? I'm not understanding difference
Difficult to explain, it's a totally different way of separating logic, data and view.
In the component based systems we've been seeing on these forums the components are directly attached to the entities, residing in some of a HashMap internally in the Entity class. The components have data and logic in it, and view is either in the components or in the Entity class itself.
Updating and rendering in this design requires calling each entity, update and render, or on each component.
While this design is way better than some class inheritance tree, it's still inflexible.The backing datastructure in the Artemis framework is much more efficient. I tested that it can create a primitive entity and add to relevant systems in around 500-1000 ns. on my PC, since the datastructure for it is so machine friendly. There is 1 billion nanoseconds in a second, so that means over 1 million entities per second.
Artemis framework operates on "aspects" of the entities. A tank may have a health aspect, and multiple components may be involved. The systems implement the aspects.
This allows for much finer control of how you execute logic for your entities/components. You may only want to run certain logic every 100 ms., like fog of war creation, or health regeneration algorithm. This allows you to improve performance for you game, both framerate and memory wise.
Adding multiplayer support is just a matter of creating the right system/aspect. You can also create a dedicated server without all the graphics rendering, and ship a minimal jar, without the Rendering system/aspect.
All this isn't possible in the Entity/Component paradigm.