+------------------+ | Context | |------------------| | e e |+-----------+ | e e---|---->| Entity | | e e ||-----------| | e e e || Component | | e e |||+-----------+ | e e || Component-|---->| Component | | e e e ||||-----------| | e e e || Component || Data | +------------------++-----------++-----------+ | | |+-------------+ Groups: || e | Subsets of entities in the context || e e |for blazing fast querying +--->|+------------+ | e ||| | e | e | e | +--------|----+ e | | e | | e e | +------------+
An Entity Component System (ECS) architecture separates identity (entities), data (components), and behaviour (systems). The architecture focuses on the data. Systems transform the data from an input state to an output state by reading streams of component data, which are indexed by entities.
Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity Entitas是一个超快的实体组件系统框架,针对C#和Unity而生
Entitas is a super fast and lightweight C# Entity-Component-System (ECS) framework, specifically designed for use with the Unity engine. Internal caching and blazing fast component access makes it second to none. It’s also been carefully designed to work optimally in a garbage collected environment.