Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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Better ECS Game Engine

A client-first ECS-based game engine using TypeScript, Vite, and Nx monorepo.

Architecture

This project follows a strict Entity-Component-System architecture:

  • Entities: Opaque IDs only (using type-fest tagged types)
  • Components: Pure data, no logic
  • Systems: Operate over component sets, no direct system-to-system calls
  • Feature-oriented structure: Not "components vs systems"
  • Client-first: Browser-based runtime with Vite
  • Multiplayer-ready: Networking layer to be added later
  • Schema-first serialization: Supports JSON (authoring) and binary (runtime)

Project Structure

/better-ecs
/apps
/client # Browser game (Vite)
/server # Placeholder for future backend
/packages
/engine # ECS, math, serialization, runtime
/shared # Shared utilities/types
nx.json
package.json
tsconfig.base.json

Engine Package Structure

/packages/engine/src
/ecs
entity.ts # Entity type & factory
world.ts # World container
storage.ts # Component storage
/math
index.ts # Math utilities (to be implemented)
/serialization
schema.ts # Component schema interface
json.ts # JSON serialization (to be implemented)
binary.ts # Binary serialization (to be implemented)
index.ts
/core
game.ts # Game initialization
time.ts # Time management (to be implemented)
index.ts

Setup

Install dependencies:

npm install

Development

Run the client:

npm run dev

Or run specific app:

npx nx dev client

Design Principles

  1. Entities are IDs only - No classes, no methods
  2. Components are pure data - No behavior, no cross-references
  3. Systems do not call each other - Communication via shared data
  4. Serialization is schema-driven - Not raw JS objects
  5. Rendering is policy-driven - Draw order is a rendering decision
  6. Multiplayer is layered later - Architecture stays clean
  7. Structure precedes implementation - This is bootstrap phase only

Current Status: Bootstrap Phase

This is structure only. The following are NOT implemented yet:

  • ❌ Rendering systems
  • ❌ Gameplay systems
  • ❌ Components (Transform, Renderable, etc.)
  • ❌ Serialization logic
  • ❌ Networking
  • ❌ Editors
  • ❌ Game loop logic

Next Steps

After bootstrap:

  1. Implement core game loop
  2. Add basic component types (Transform, etc.)
  3. Create render system
  4. Add serialization implementation
  5. Build gameplay systems
  6. Add networking layer

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