Core components
Entity component system
4 min
the entity component system (ecs) is a software architecture pattern used in the ir engine for organizing game and application elements in a modular, efficient manner this pattern separates identity, data, and logic into three distinct concepts entities are unique identifiers that represent individual objects in the application components are pure data containers that define the properties and characteristics of entities systems contain the logic that processes entities based on the components they possess this separation provides numerous benefits, including improved performance, better code organization, and enhanced flexibility the ecs architecture is particularly well suited for complex applications with many interacting objects, such as games, simulations, and interactive environments architecture overview the ecs architecture in ir engine consists of five key elements that work together flowchart td a0\["entity"] a1\["component"] a2\["system"] a3\["engine (world)"] a4\["component schema"] a3 "manages entities" > a0 a0 "has components" > a1 a1 "is defined by schema" > a4 a2 "processes entities" > a0 a2 "queries for components" > a1 a3 "executes systems" > a2 entity a unique identifier (typically a number) that represents a distinct object in the application component a container for related data that defines specific aspects of an entity (e g , position, health, appearance) system logic that processes entities with specific component combinations to implement behaviors engine (world) the central manager that maintains all entities and components, and orchestrates system execution component schema definitions that specify the structure, data types, and default values for components documentation chapters entity docid\ opaiuzvduvxemo ezap9scomponent docid\ iqhjqgrurkybgnh4cmkkrsystem docid\ zjzqkggef0ni3hx2bsm6tengine (world) docid\ r col hvok yk6dm6jdd3component schema docid\ bviluktf76s5iifqwxob4