DEV Community

Cover image for Game Engine Architecture: An Evolution of the ECS Paradigm
Gesee-y
Gesee-y

Posted on • Edited on

Game Engine Architecture: An Evolution of the ECS Paradigm

Game engine architecture is the foundation upon which every feature stands. And like any foundation, if it's weak, everything on top crumbles. A solid, scalable architecture is critical.

Today, ECS (Entity-Component-System) is the dominant model in the industry โ€” but it's not without trade-offs.

So, at first I was doing a funny experiment, making an FNF engine from scratch. But while exploring game architecture, I decided to explore a different take:
A variant of ECS that aims to be:

  • ๐Ÿš€ Faster (reduced redundant queries)
  • ๐Ÿ”Œ Modular and extensible
  • ๐Ÿงต Naturally parallelizable
  • ๐ŸŒ Better suited for real-time and online systems

This led to what I call RECS โ€” a Reactive ECS written in Julia.
Systems subscribe to archetypes (shapes of components) and get dispatched relevant entities per tick.

๐Ÿ“„ Full architecture overview + source code:
๐Ÿ‘‰ https://github.com/Gesee-y/RECS.jl

Would love to get your feedback โ€” and hear how others approach scalable engine design.

Top comments (0)

Some comments may only be visible to logged-in visitors. Sign in to view all comments.