The root object of the ECS. A world maintains entity identifiers, stores schemas, and associates components with entities in tables called archetypes: collections of entities that share the same component makeup.
Archetypes are stored in a connected graph structure, where each node is linked to adjacent archetypes by the addition or removal or a single component type. An entity's archetype is selected based on its current component composition. An entity can belong only to a single archetype at a time.
Entities without any components (e.g. destroyed entities) are never discarded, but moved to the world's root archetype.
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A module used to create and manage worlds—the root object of a Harmony game.