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entity component system

also ECS

Entities are ids. Components are data. Systems are the functions. Do not build a God class named Player.

What is entity component system?

ECS stores behaviour as data on ids and runs systems over the entities that have the right components. Composition, not a Player subclass of Character subclass of Entity.

Why does entity component system matter when vibe coding?

Models make `class Player extends Sprite` and bolt on inventory, AI, and UI. The next feature subclasses again. For anything beyond a toy, say ECS or say composition — and do not say both vaguely.

How do you do entity component system?

If the game has many similar objects, use components: position, velocity, sprite, health. Systems iterate. A player is an entity with a player tag, not a subclass.

How do you ask a model for entity component system?

Use ECS. Entities are ids. Components are plain data: position, velocity, sprite. Systems update them. Do not make a Player class hierarchy.

What goes wrong with entity component system?

An “ECS” where every system special-cases the player. Then you have a player class in denial.

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