# 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](world.md): lifecycle, entity IDs, spawning and structural transactions. - [Builtins](builtins.md): the components, events and systems every world installs. - [Components](components/index.md): record values, scalars, tags and dependencies. - [Component construction](components/construction.md): inputs, defaults and validation. - [Record components](components/table-components.md), [scalars](components/scalar-components.md), and [tags](components/tag-components.md). - [Bundles](components/bundles.md): reusable entity templates. - [Dirty tracking](components/dirty-tracking.md): declare writes so incremental consumers see them. - [Archetypes](archetype.md) and [queries](queries/index.md): contiguous rows and iteration. - [Relationships](relationships/index.md): targets, reverse lookup and cascade delete. - [Systems](systems.md) and [plugins](plugins.md): frame placement and composition. - [Phases](phases.md): lifecycle groups, engine ordering and fixed clocks. - [Events](events.md): world and entity addresses, observers and typed payloads. - [State stack](states.md): menus, pause, lifecycle policies and state tags. - [Save games](save-games.md): durable components, snapshots and resource handlers. The [generated ECS reference](tecs.ecs) owns individual method signatures.