Simple ECS in Godot C#
ECS and Simple ECS ECS stands for Entity-Component-System. Entity contains several components and related system logics. Component is pure data, like velocity, status and so on. System is about pure logic, it is a bunch of status-less functions. For high performance project, component’s pure data and system’s pure logic feature is important, which helps reduce CPU cache missing and provide cleaner code structure. However, in some cases, I choose to mix some component (data) and some system (logic) into one single macro component. For example, I’ve got one macro component called MovementComponent, which contains moveSpeed, jumpSpeed, movementStatus data, as well as ExecuteMove(), ExecuteJump() logic. ...