Entity Component System

Overview

ECS is a way of writing code that provides high performance by default.

Under the hood coherence is entirely ECS based but we supply the coherence Toolkit which is Mono-based to make it easier to make massive multiplayer games whatever way you want.

If you would like to use the coherence SDK without the toolkit, we would recommend you take some time to learn about ECS and DOTS (Data Orientated Tech Stack) with Unity.

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.

Here are various materials to learn:

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