Entity component system#
Entities are the interface. Components hold entity data; systems bind component columns from matching archetypes and update their rows. A world owns the entities, schedule, queries, observers, resources and state stack.
- World: lifecycle, entity IDs, spawning and structural transactions.
- Builtins: the components, events and systems every world installs.
- Components: record values, scalars, tags and dependencies.
- Component construction: inputs, defaults and validation.
- Record components, scalars, and tags.
- Bundles: reusable entity templates.
- Dirty tracking: declare writes so incremental consumers see them.
- Archetypes and queries: contiguous rows and iteration.
- Relationships: targets, reverse lookup and cascade delete.
- Systems and plugins: frame placement and composition.
- Phases: lifecycle groups, engine ordering and fixed clocks.
- Events: world and entity addresses, observers and typed payloads.
- State stack: menus, pause, lifecycle policies and state tags.
- Save games: durable components, snapshots and resource handlers.
The generated ECS reference owns individual method signatures.