As a typical ECS-style framework, it likely follows the standard structural breakdown:
(often abbreviated as ezcs ) is a modular, data-driven framework designed to bridge the gap between traditional Object-Oriented Programming (OOP) and Entity Component System (ECS) architectures, primarily within the Unity game engine. As a typical ECS-style framework, it likely follows
: It enables the use of "Actor-Component" patterns alongside "Entity-Component" patterns, making it easier to integrate into existing Unity projects without a total refactor. As a typical ECS-style framework
: Simple unique identifiers (often integers) representing a "thing" in the game. Hierarchies and Prefabs - Sander Mertens
: The global logic that iterates over entities possessing a specific set of components.
Building an ECS #1: Types, Hierarchies and Prefabs - Sander Mertens