Battle Simulator: ECS Like Approch

Battle Simulator: ECS Like Approch

Battle Simulator: ECS Like Approch

Category

Category

Programing

Programing

Status

Status

Tech Research

Tech Research

Completion Year

Completion Year

2025

2025

Solo school game jam completed over two weeks as part of programming courses, built around three constraints: - scriptable Object of Madness: all game systems must rely on Scriptable Objects. - invisible Player: no direct player avatar. - procedural Hierarchy: empty inspectors, all data and objects generated at runtime. For this project wich is large-scale battle simulator featuring multiple teams of autonomous units, I implemented a data-driven architecture inspired by ECS principles. Units are assembled through custom Bakers that generate their runtime data and register them inside a Scriptable-Object-based query system. A dedicated MonoBehaviour system runner updates all game systems, acting as a lightweight equivalent to ECS jobs. Each unit is defined using primitive data components and tag-based markers, allowing systems to selectively process movement, detection, and decision-making without relying on scene-bound references.

Solo school game jam completed over two weeks as part of programming courses, built around three constraints: - scriptable Object of Madness: all game systems must rely on Scriptable Objects. - invisible Player: no direct player avatar. - procedural Hierarchy: empty inspectors, all data and objects generated at runtime. For this project wich is large-scale battle simulator featuring multiple teams of autonomous units, I implemented a data-driven architecture inspired by ECS principles. Units are assembled through custom Bakers that generate their runtime data and register them inside a Scriptable-Object-based query system. A dedicated MonoBehaviour system runner updates all game systems, acting as a lightweight equivalent to ECS jobs. Each unit is defined using primitive data components and tag-based markers, allowing systems to selectively process movement, detection, and decision-making without relying on scene-bound references.

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