Imbalance Whitepaper en
  • Overview
  • How To Play
    • Create Wallet
    • Add the Blast network
    • Enter the Game
  • To Be Known
  • Official Link
  • Game Elements
    • Game Modes
    • Atman(NFT)
    • Equipment
    • Skills
    • Fissure
  • Game Systems
    • Atman Growth System
    • Atman Fusion System
    • Altar System
    • Team System
    • Stamina System
    • Task System
    • Achievement System
  • Other Systems
    • Backpack & Warehouse System
  • Social System
    • User Profile
    • Leaderboard
    • Friend System
    • Guild System
  • Governance System
    • Governance Vote
    • Governance Process
    • Contribution Score
  • Core Technology
    • ECS Architecture
    • DOP replace OOP
    • This is a GPU game
    • Scene Editor
  • Legal Documents
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    • Privacy Policy
  • Contact Us
  • Change Log
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  1. Core Technology

ECS Architecture

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Last updated 1 year ago

The ECS architecture is data-centric and builds game logic through a combination of entities, components, and systems.

In the ECS architecture, each object in the game is called an entity, and each entity is composed of a series of components. Components are the basic units of game logic and data. They only contain data and no behavior.

The system is a key component in the ECS architecture. It is responsible for processing component data and executing corresponding logic. The system processes entities and components in the game loop to update the game state and produce the desired effects. The way this system handles components makes the game run more efficiently and flexibly.

In our game development, we drew on the ideas of the ECS (Entity-Component-System) architecture and designed an ECS architecture that is more suitable for our game needs. It is also a memory-friendly game program architecture that focuses on data. In the driver-driven game development method, data is tightly arranged in arrays, which can greatly reduce cache misses, greatly improve CPU work efficiency, and enable the game to maintain smooth operation even under large-scale data and high concurrency conditions. , it can even more conveniently transfer data to the GPU for processing.

In summary, we have chosen to adopt the Entity-Component-System (ECS) architecture for game development. This decision is aimed at providing us with more efficient, flexible, and powerful means for game development and performance optimization. We will continue to delve into and leverage the advantages of the ECS architecture to create a game experience that surprises and satisfies players.