Bevy ECS
There’s no programming in this chapter. It’s all about understanding how Bevy works, by looking at its main feature: the entity component system.
What is an ECS?
There are two main ways to build games:
- Using an entity component system, like Bevy. This is the ‘new’ way, it has various advantages that we’ll go through.
- Using object-oriented programming, things like inheriting from game-objects. This is the ‘old’ way of doing it, and it has lots of issues (that Bevy’s ECS solves!)
ECS stands for ‘Entity Component System’ because, well, that’s what it is.
There are 3 main concepts to understand before starting programming in Bevy:
- Components - structs of data that usually represent a property of an entity.
- Entities - a ‘bundle’ of components, representing