Re:Show HN: Interactive ECS Systems/Component Explorer for C...
by PeterStuer on Wednesday December 20, 2023 @07:49AM
(#38708029)
I had the same question.
"The Entity Component System (ECS) is the core of the Unity Data-Oriented Tech Stack. As the name indicates, ECS has three principal parts:
Entities — the entities, or things, that populate your game or program.
Components — the data associated with your entities, but organized by the data itself rather than by entity. (This difference in organization is one of the key differences between an object-oriented and a data-oriented design.)
Systems — the logic that transforms the component data from its current state to its next state— for example, a system might update the positions of all moving entities by their velocity times the time interval since the previous frame"
"The Entity Component System (ECS) is the core of the Unity Data-Oriented Tech Stack. As the name indicates, ECS has three principal parts:
Entities — the entities, or things, that populate your game or program.
Components — the data associated with your entities, but organized by the data itself rather than by entity. (This difference in organization is one of the key differences between an object-oriented and a data-oriented design.)
Systems — the logic that transforms the component data from its current state to its next state— for example, a system might update the positions of all moving entities by their velocity times the time interval since the previous frame"
From https://docs.unity3d.com/Packages/[email protected]/ma...