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proxy.golang.org : github.com/EngoEngine/ecs : v1.0.5

Package ecs provides interfaces for the Entity Component System (ECS) paradigm used by engo.io/engo. It is predominately used by games, however will find use in other applications. The ECS paradigm aims to decouple distinct domains (e.g. rendering, input handling, AI) from one another, through a composition of independent components. The core concepts of ECS are described below. An entity is simply a set of components with a unique ID attached to it, nothing more. In particular, an entity has no logic attached to it and stores no data explicitly (except for the ID). Each entity corresponds to a specific entity within the game, such as a character, an item, or a spell. A component stores the raw data related to a specific aspect of an entity, nothing more. In particular, a component has no logic attached to it. Different aspects may include the position, animation graphics, or input actions of an entity. A system implements logic for processing entities possessing components of the same aspects as the system. For instance, an animation system may render entities possessing animation components.

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