πŸ“Entity Component System (ECS)

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Β§ Gamedev

Entity Component System (ECS) is an architectural pattern (most commonly seen in games) that consists of:

  • Entities as simple containers for components. In many implementations, entity is just an ID.

  • Components that carry data. They are usually β€œjust data” and don’t have any methods/behavior of their own.

  • Systems that operate on entities and component. Systems are usually simple functions.

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