Vixen
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ECS · guide

Components

The data an entity has, and what makes a type one.

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  • Entity queries — Iterating the entities that have a given set of components.
  • Component defaults — Saying what a freshly added component holds, for the types whose zero is not a usable start.
  • Saving and restoring a world — Writing every entity in a world to bytes, and making the world again from them.
  • Players and possession — A controller that outlives the body it drives, and the one component that carries a player's intent.
  • Coming from Unity — The vocabulary map, and the four places the two models genuinely differ — an entity is a row rather than an object, the frame is an asset rather than a call order, an asset is imported and built rather than loaded, and the interface is a framework rather than a canvas.