@aura3d/ecs
v1.3.3
Published
`@aura3d/ecs` owns entity identity, component registration/storage, sparse-set and archetype data structures, queries, command buffering, systems, scheduling, serialization, profiling, and common transform/name/tag components.
Readme
@aura3d/ecs
@aura3d/ecs owns entity identity, component registration/storage, sparse-set and archetype data structures, queries, command buffering, systems, scheduling, serialization, profiling, and common transform/name/tag components.
Public API
Entity,EntityManager: deterministic entity allocation, liveness, and recycling.Component,ComponentRegistry,ComponentStore,SparseSet,Bitset,Archetype: component metadata and storage primitives.Query: include/exclude query execution over component stores.CommandBuffer: deferred entity and component mutation.System,SystemScheduler,World: ECS update ownership, phase ordering, and system execution.ECSSerializer,ECSProfiler: deterministic serialization and runtime stats.TransformComponent,NameComponent,TagComponent,ActiveComponent,HierarchyComponent: common components for scene, gameplay, active-state, and parent/child integration.ActiveSystem,HierarchySystem: active-in-hierarchy propagation, cycle-safe parenting, traversal, sibling ordering, and hierarchy validation.
Verification
Entity lifecycle, component stores, queries, command buffers, scheduler behavior, hierarchy/active systems, serialization, profiling, and scene/ECS integration are covered by tests/unit/ecs/runtime.test.ts and tests/integration/scene-ecs-contracts.test.ts. Export and import consistency is covered by pnpm verify:exports and pnpm verify:imports.
