![]() The player go to the level 99, there is a ton of enemies, the game handle many many informations about the bullets' position and their damage, additionally to the player's, enemies' and other miscellaneous data. ![]() To do that you'll probably use the Player and Enemy bundles described earlier, with Life and Position components, so they will be stored with eachother. Let's imagine a performance issue: you want to build the 69557th Space Invader remake □. Nothing? No, it's a bit of a stretch to say nothing, because now that you know how Bevy stores your game's data, it's more easy to optimize. This is why this article is titled " a complex word for nothing". The way all of this is stored depend of decision that Bevy made to optimize the data storage engine.Īll of this stuff are internally handled by Bevy, and you could have already build a fantastic game without have even heard of the word archetype. | | items | capacity | | | items | capacity | Here you can see a Player entity, composed with Life and Position component: struct Position _ _ In Bevy, you build both component and entity using Rust's struct. An entity is made of one or many components and some methods.A component is a defined type of data stored into an entity.Special thanks to leonsver1, alice□ω□ and François for their lights on the subject.Īt the end of this post, you'll discover that it's a complex term for a mostly-irrelevant concept for Bevy beginners, but it's good to know the tool we use, so let's dig in! The base of an ECSĪn ECS is a programming design pattern to store data, it's built on two major parts: the Entities and the Components (that's why we name that Entity Component System obviously □). ![]() Then again, I asked into the official Bevy's discord and made some search about this word. Wow, that must be an high-skilled design pattern □ The first time I read this word, I was like: A word that quickly comes when you are developing with Bevy is Archetype.
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