@glom/ecs v1.0.0

Glossary

Archetype
a data structure that contains entities of like composition
Component
a data structure representing a property or state of an entity
Continuous Predicted Simulation
a networking model where clients run game logic immediately and correct it later if the server data is different
DAG (Directed Acyclic Graph)
a graph with no loops (Glom uses DAGs for ordering systems and organizing archetypes)
Entity
a 31-bit integer representing a discrete game unit
Entity Graph
a graph of archetypes used to update queries when entities change
Entity Registry
the part of the ECS that creates and tracks entity IDs
Hi Bits
the top 11 bits of an entity ID, used for the domain
Lo Bits
the bottom 20 bits of an entity ID, used for the local ID within a domain
opSeq
a counter used to ensure that changes are received and applied in the correct order
Provenance
the origin of an entity, identifying which agent created it
SMI (Small Integer)
a JavaScript engine optimization where small integers are stored more efficiently in memory
System
a function that contains logic and runs on entities that match a query
Transaction
a group of changes, such as spawning entities or updating components, that are applied together
World
the container for all entities and components in a game