bitecs
bitECS v0.4.0 Agent Skill
This skill provides comprehensive guidance for using bitECS, a flexible, minimal, data-oriented Entity Component System (ECS) library for TypeScript.
When to Use This Skill
Use this skill when:
- Building games or simulations using ECS architecture
- Creating and managing entities with components
- Defining component data structures (SoA or AoS)
- Querying entities based on component composition
- Building entity hierarchies with relationships
- Implementing prefabs and entity templates
- Serializing/deserializing ECS data for networking or save systems
- Implementing observer patterns for reactive component changes
- Working with multithreaded ECS systems
Installation
npm i bitecs
Module Structure
bitECS 0.4.0 provides three modules:
| Module | Import | Purpose |
|---|---|---|
| Core | bitecs |
Main ECS toolkit |
| Serialization | bitecs/serialization |
Binary serialization utilities |
| Legacy | bitecs/legacy |
Backward compatibility with 0.3.x API |
Core Concepts
World
A world is a container for ECS data. Entities are created in a world and data is queried based on the existence and shape of entities in a world. Each world is independent of all others.
import { createWorld, resetWorld, deleteWorld, getAllEntities, getWorldComponents } from 'bitecs'
// Basic world creation
const world = createWorld()
// World with custom context
const world = createWorld({
time: { delta: 0, elapsed: 0, then: 0 },
components: {
Position: { x: [] as number[], y: [] as number[] }
}
})
// Shared entity index between worlds
const entityIndex = createEntityIndex()
const worldA = createWorld(entityIndex)
const worldB = createWorld(entityIndex)
// Combined: custom context + shared entity index (any order)
createWorld({ data: 1 }, entityIndex)
createWorld(entityIndex, { data: 1 })
// World utilities
resetWorld(world) // Reset world state
deleteWorld(world) // Delete world and free resources
getAllEntities(world) // Get all entities in world
getWorldComponents(world) // Get all registered components
Entity
Entities are unique numerical identifiers (entity IDs or eids). They are unique across all worlds unless worlds share an entity index.
import {
addEntity,
removeEntity,
entityExists,
getEntityComponents,
createEntityIndex,
addEntityId,
removeEntityId,
isEntityIdAlive
} from 'bitecs'
// Basic entity operations
const eid = addEntity(world)
removeEntity(world, eid)
// Entity utilities
entityExists(world, eid) // Check if entity exists
getEntityComponents(world, eid) // Get all components for entity
// Direct entity index operations
const index = createEntityIndex()
const id = addEntityId(index)
removeEntityId(index, id)
isEntityIdAlive(index, id)
Entity ID Recycling
Entity IDs are recycled immediately after removal:
const eid1 = addEntity(world)
const eid2 = addEntity(world)
removeEntity(world, eid1)
const eid3 = addEntity(world)
// eid1 === eid3 (recycled)
Manual Entity ID Recycling (Recommended)
For more control over entity lifecycle, implement manual recycling:
const Removed = {}
const markEntityForRemoval = (world, eid) => {
addComponent(world, eid, Removed)
}
const removeMarkedEntities = (world) => {
for (const eid of query(world, [Removed])) {
removeEntity(world, eid)
}
}
Entity ID Versioning
Prevents collision issues with recycled IDs by adding version numbers:
import { createEntityIndex, withVersioning, getId, getVersion, incrementVersion } from 'bitecs'
// Version bits options:
// 8 bits: 16M entities / 256 recycles
// 10 bits: 4M entities / 1K recycles
// 12 bits: 1M entities / 4K recycles (default)
// 14 bits: 262K entities / 16K recycles
// 16 bits: 65K entities / 65K recycles
const entityIndex = createEntityIndex(withVersioning(8))
const world = createWorld(entityIndex)
const eid1 = addEntity(world)
removeEntity(world, eid1)
const eid2 = addEntity(world)
// eid1 !== eid2 (different versions)
// Version utilities
getId(entityIndex, eid) // Extract entity ID without version
getVersion(entityIndex, eid) // Extract version from entity ID
incrementVersion(entityIndex, eid) // Increment version of entity ID
Warning: When using versioning with TypedArrays, ensure arrays are large enough as versioned IDs can be much larger than the base entity ID.
Component
Components are modular data containers representing specific attributes of an entity. Any valid JavaScript reference can serve as a component.
Component Formats
// SoA with regular arrays (recommended for minimal memory footprint)
const Position = {
x: [] as number[],
y: [] as number[],
}
// SoA with TypedArrays (recommended for threading and eliminating memory thrash)
const Position = {
x: new Float64Array(10000),
y: new Float64Array(10000),
}
// AoS (performant for small shapes with < 100k objects)
const Position = [] as { x: number; y: number }[]
// Array of TypedArrays
const Position = Array.from({ length: 10000 }, () => new Float32Array(3))
// Tag component (no data)
const Flying = {}
Component Operations
import {
addComponent,
addComponents,
removeComponent,
removeComponents,
hasComponent,
getComponent,
setComponent,
set,
registerComponent,
registerComponents
} from 'bitecs'
// Add single component
addComponent(world, eid, Position)
// Add with initial data (requires onSet observer)
addComponent(world, eid, set(Position, { x: 10, y: 20 }))
// Add multiple components
addComponents(world, eid, Position, Velocity, Mass)
addComponents(world, eid, [Position, Velocity, Mass])
addComponents(world, eid,
set(Position, { x: 10, y: 20 }),
set(Velocity, { x: 1, y: 1 }),
Health
)
// Remove components
removeComponent(world, eid, Position)
removeComponent(world, eid, Position, Velocity)
removeComponents(world, eid, Position, Velocity)
// Check component presence
hasComponent(world, eid, Position)
// Get component data (triggers onGet observers)
const data = getComponent(world, eid, Position)
// Set component data (triggers onSet observers)
setComponent(world, eid, Position, { x: 10, y: 20 })
// Register components explicitly (automatic on first addComponent)
registerComponent(world, Position)
registerComponents(world, [Position, Velocity, Mass])
Component Data Access
addComponent(world, eid, Position)
// SoA access
Position.x[eid] = 0
Position.y[eid] = 0
Position.x[eid] += 1
// AoS access
Position[eid] = { x: 0, y: 0 }
Position[eid].x += 1
// Array of TypedArrays
const pos = Position[eid]
pos[0] += 1
Storing Components on World
// Components stored on world for clean access
const world = createWorld({
components: {
Position: Array(1e5).fill(3).map(n => new Float32Array(n))
}
})
const { Position } = world.components
Query
Queries retrieve entities based on their components, relationships, or hierarchies.
import { query, And, Or, Not, All, Any, None, Hierarchy, Cascade, asBuffer, isNested, noCommit } from 'bitecs'
// Basic query
const entities = query(world, [Position, Mass])
// Query operators
query(world, [Position, Velocity]) // AND (default)
query(world, [And(Position, Velocity)]) // Explicit AND
query(world, [All(Position, Velocity)]) // Alias for AND
query(world, [Or(Position, Velocity)]) // OR
query(world, [Any(Position, Velocity)]) // Alias for OR
query(world, [Position, Not(Velocity)]) // NOT
query(world, [Position, None(Velocity)]) // Alias for NOT
// Complex combinations
query(world, [
Position, // Must have Position
Or(Health, Shield), // Must have Health OR Shield
Not(Stunned, Paralyzed) // Must NOT have Stunned AND must NOT have Paralyzed
])
Query Options and Modifiers
// Options object approach
query(world, [Position], { commit: false }) // Skip pending removals
query(world, [Position], { buffered: true }) // Returns Uint32Array
query(world, [Position], { commit: false, buffered: true }) // Combined
// Query modifier approach
query(world, [Position], isNested) // Safe nested iteration
query(world, [Position], noCommit) // Alias for isNested
query(world, [Position], asBuffer) // Returns Uint32Array
query(world, [Position], asBuffer, isNested) // Combined modifiers
Nested Queries for Safe Iteration
When iterating over query results, calling another query will flush pending removals. Use isNested or noCommit for safe nested iteration:
for (const entity of query(world, [Position, Velocity])) {
// Use nested to prevent removals during iteration
for (const inner of query(world, [Mass], isNested)) {
// Safe nested iteration
}
}
Hierarchical Queries
Query entities in topological order (parents before children):
import { Hierarchy, Cascade, getHierarchyDepth, getMaxHierarchyDepth } from 'bitecs'
const ChildOf = createRelation()
// All entities with Position in hierarchy order
for (const eid of query(world, [Position, Hierarchy(ChildOf)])) {
// Parents processed before children
}
// Entities at specific depth level
for (const eid of query(world, [Position, Hierarchy(ChildOf, 2)])) {
// Only entities at depth 2
}
// Cascade is an alias for Hierarchy
query(world, [Position, Cascade(ChildOf)])
// Hierarchy utilities
getHierarchyDepth(world, eid, ChildOf) // Get depth of entity
getMaxHierarchyDepth(world, ChildOf) // Get max depth in hierarchy
Relationships
Relationships define how entities relate to each other.
import {
createRelation,
withStore,
makeExclusive,
withAutoRemoveSubject,
withOnTargetRemoved,
withValidation,
getRelationTargets,
Wildcard,
Pair
} from 'bitecs'
// Basic relation
const ChildOf = createRelation()
// Relation with data store
const Contains = createRelation(
withStore(() => ({ amount: [] as number[] }))
)
// Or with options object:
const Contains = createRelation({
store: () => ({ amount: [] as number[] })
})
// Auto-remove subject when target is removed
const ChildOf = createRelation(withAutoRemoveSubject)
// Or: createRelation({ autoRemoveSubject: true })
// Exclusive relation (subject can only relate to one target)
const Targeting = createRelation(makeExclusive)
// Or: createRelation({ exclusive: true })
// Custom callback when target removed
const Following = createRelation(
withOnTargetRemoved((subject, target) => {
console.log(`${subject} lost target ${target}`)
})
)
// Validation
const ValidatedRelation = createRelation(
withValidation((target) => target > 0)
)
Using Relationships
const inventory = addEntity(world)
const gold = addEntity(world)
const silver = addEntity(world)
// Add relationships
addComponent(world, inventory, Contains(gold))
Contains(gold).amount[inventory] = 5
addComponent(world, inventory, Contains(silver))
Contains(silver).amount[inventory] = 12
// Query relationships
const children = query(world, [ChildOf(parent)])
// Get relation targets
const targets = getRelationTargets(world, inventory, Contains) // [gold, silver]
Relationship Wildcards
// Find all entities with any Contains relationship
query(world, [Contains('*')])
query(world, [Contains(Wildcard)])
// Inverted wildcard: find all entities related TO a specific target
const earth = addEntity(world)
addComponent(world, earth, OrbitedBy(moon))
addComponent(world, earth, IlluminatedBy(sun))
query(world, [Wildcard(earth)]) // Entities related to earth
// Find all parents (entities that have children)
query(world, [Wildcard(ChildOf)])
// Find all children (entities that have parents)
query(world, [ChildOf(Wildcard)])
Prefabs
Prefabs are reusable entity templates.
import { addPrefab, IsA } from 'bitecs'
// Create prefab
const Animal = addPrefab(world)
addComponent(world, Animal, Vitals)
Vitals.health[Animal] = 100
// Inheritance with IsA relation
const Sheep = addPrefab(world)
addComponent(world, Sheep, IsA(Animal)) // Inherits Vitals
addComponent(world, Sheep, Contains(Wool))
// Instantiate from prefab
const sheep = addEntity(world)
addComponent(world, sheep, IsA(Sheep))
hasComponent(world, sheep, Contains(Wool)) // true
// Query instances
query(world, [IsA(Animal)]) // Returns all animals
Note: Prefabs do not appear in queries themselves. For inheritance to work with component values, you must define onSet and onGet observers:
observe(world, onSet(Vitals), (eid, params) => {
Vitals.health[eid] = params.health
})
observe(world, onGet(Vitals), (eid) => ({
health: Vitals.health[eid]
}))
Observers
Observers react to component changes.
import { observe, onAdd, onRemove, onSet, onGet } from 'bitecs'
// Observe component additions
const unsubscribe = observe(world, onAdd(Position), (eid) => {
console.log(`Entity ${eid} gained Position`)
})
// Observe component removals
observe(world, onRemove(Health), (eid) => {
console.log(`Entity ${eid} lost Health`)
})
// Complex observation patterns
observe(world, onAdd(Position, Not(Velocity)), (eid) => {
console.log(`Entity ${eid} has Position but no Velocity`)
})
// onSet: Called when setComponent or set() helper is used
observe(world, onSet(Position), (eid, params) => {
Position.x[eid] = params.x
Position.y[eid] = params.y
console.log(`Position set for ${eid}:`, params)
})
// onGet: Called when getComponent is used
observe(world, onGet(Position), (eid) => ({
x: Position.x[eid],
y: Position.y[eid]
}))
// Computed values
observe(world, onSet(Health), (eid, params) => {
return { value: Math.max(0, Math.min(100, params.value)) }
})
// Network synchronization
observe(world, onSet(Inventory), (eid, params) => {
syncWithServer(eid, 'inventory', params)
return params
})
// Unsubscribe when done
unsubscribe()
Systems
Systems define entity behavior. bitECS doesn't enforce a specific implementation, but recommends simple chainable functions:
const moveBody = (world) => {
for (const entity of query(world, [Position, Velocity])) {
Position.x[entity] += Velocity.x[entity] * world.time.delta
Position.y[entity] += Velocity.y[entity] * world.time.delta
}
}
const applyGravity = (world) => {
const gravity = 9.81
for (const entity of query(world, [Position, Mass])) {
Position.y[entity] -= gravity * Mass.value[entity] * world.time.delta
}
}
const timeSystem = (world) => {
const now = performance.now()
world.time.delta = (now - world.time.then) / 1000
world.time.elapsed += world.time.delta
world.time.then = now
}
// Game loop
const update = (world) => {
timeSystem(world)
moveBody(world)
applyGravity(world)
}
// Browser
requestAnimationFrame(function animate() {
update(world)
requestAnimationFrame(animate)
})
// Node
setInterval(() => update(world), 1000/60)
Serialization Module
Import from bitecs/serialization.
Data Type Tags
For regular arrays, use type tags to specify serialization format:
| Tag | Description |
|---|---|
u8(), i8() |
8-bit unsigned/signed integers |
u16(), i16() |
16-bit unsigned/signed integers |
u32(), i32() |
32-bit unsigned/signed integers |
f32() |
32-bit floats |
f64() |
64-bit floats (default) |
str() |
UTF-8 strings |
array(type) |
Arrays of specified type |
TypedArrays (Uint8Array, Float32Array, etc.) don't need tags.
SoA Serialization
For Structure of Arrays component data:
import { createSoASerializer, createSoADeserializer, f32, u8, str, array } from 'bitecs/serialization'
const Position = { x: f32([]), y: f32([]) }
const Velocity = { vx: f32([]), vy: f32([]) }
const Health = new Uint8Array(1e5)
const Meta = { name: str([]), tags: array(str) }
const components = [Position, Velocity, Health, Meta]
const serialize = createSoASerializer(components)
const deserialize = createSoADeserializer(components)
// Set data
Position.x[eid] = 10.5
Position.y[eid] = 20.2
Health[eid] = 100
Meta.name[eid] = 'Player'
Meta.tags[eid] = ['hero', 'active']
// Serialize entities
const buffer = serialize([eid])
// Deserialize
deserialize(buffer)
// ID mapping for network/save systems
const idMap = new Map([[1, 10]]) // Map entity 1 to 10
deserialize(buffer, idMap)
Serializer Options
const serialize = createSoASerializer(components, {
diff: true, // Only serialize changed values
buffer: new ArrayBuffer(1 << 20), // 1MB backing buffer (default: 100MB)
epsilon: 1e-3 // Float comparison threshold (default: 0.0001)
})
const deserialize = createSoADeserializer(components, { diff: true })
Nested Arrays
const Inventory = {
pages: array(array(u8)) // Array of arrays of u8
}
Inventory.pages[eid] = [
[1, 2, 3], // Page 1
[10, 20], // Page 2
[100, 101, 102] // Page 3
]
AoS Serialization
For Array of Structures component data:
import { createAoSSerializer, createAoSDeserializer, f32, u8, str, array } from 'bitecs/serialization'
const Position = Object.assign([], { x: f32(), y: f32() })
const Health = u8()
const Meta = Object.assign([], { name: str(), tags: array(str) })
const serialize = createAoSSerializer(components, { diff: true })
const deserialize = createAoSDeserializer(components, { diff: true })
const buffer = serialize([0, 1])
// ID mapping
const idMap = new Map([[0, 10], [1, 11]])
deserialize(buffer, idMap)
Observer Serialization
Tracks entity/component additions and removals:
import { createObserverSerializer, createObserverDeserializer } from 'bitecs/serialization'
const Networked = {} // Tag component for network entities
const serializer = createObserverSerializer(world, Networked, [Position, Health], {
buffer: new ArrayBuffer(1 << 20) // Optional backing buffer
})
const deserializer = createObserverDeserializer(world, Networked, [Position, Health], {
idMap: new Map() // Optional initial ID mapping
})
// Add components
addComponent(world, eid, Networked)
addComponent(world, eid, Position)
addComponent(world, eid, Health)
// Serialize changes
const buffer = serializer()
// Deserialize on receiver
deserializer(buffer)
// Or with override ID map
deserializer(buffer, new Map([[1, 100]]))
Snapshot Serialization
Captures complete world state:
import { createSnapshotSerializer, createSnapshotDeserializer, f32, u8 } from 'bitecs/serialization'
const Position = { x: f32([]), y: f32([]) }
const Health = u8([])
const serialize = createSnapshotSerializer(world, [Position, Health])
const deserialize = createSnapshotDeserializer(world, [Position, Health])
// Capture full state
const buffer = serialize()
// Restore state
deserialize(buffer)
// Or with ID mapping
deserialize(buffer, new Map([[1, 10]]))
Multithreading
bitECS is designed to work efficiently with worker threads.
SharedArrayBuffer Components
const MAX_ENTS = 1e6
const world = createWorld({
components: {
Position: {
x: new Float32Array(new SharedArrayBuffer(MAX_ENTS * Float32Array.BYTES_PER_ELEMENT)),
y: new Float32Array(new SharedArrayBuffer(MAX_ENTS * Float32Array.BYTES_PER_ELEMENT))
}
}
})
Query with asBuffer
Returns SAB-backed Uint32Array for thread sharing:
const entities = query(world, [Position, Mass], asBuffer)
Worker Communication Pattern
// Main thread
const worker = new Worker('./worker.js')
worker.postMessage({
entities: query(world, [world.components.Position], asBuffer),
components: world.components
})
worker.on('message', ({ removeQueue }) => {
for (let i = 0; i < removeQueue.length; i++) {
removeEntity(world, removeQueue[i])
}
})
// Worker thread (worker.js)
const MAX_CMDS = 1e6
const removeQueue = new Uint32Array(new SharedArrayBuffer(MAX_CMDS * Uint32Array.BYTES_PER_ELEMENT))
self.onmessage = ({ data }) => {
const { entities, components: { Position } } = data
let removeCount = 0
for (let i = 0; i < entities.length; i++) {
const eid = entities[i]
Position.x[eid] += 1
Position.y[eid] += 1
removeQueue[removeCount++] = eid
}
self.postMessage({ removeQueue: removeQueue.subarray(0, removeCount) })
}
Parallel Processing Pattern
const WORKER_COUNT = 4
const workers = Array(WORKER_COUNT).fill(null).map(() => new Worker('worker.js'))
let completedWorkers = 0
workers.forEach(worker => worker.on('message', () => {
completedWorkers++
if (completedWorkers === WORKER_COUNT) {
processQueues()
completedWorkers = 0
}
}))
function processEntitiesParallel(world) {
const entities = query(world, [Position], asBuffer)
const partitionSize = Math.ceil(entities.length / WORKER_COUNT)
for (let i = 0; i < WORKER_COUNT; i++) {
const start = i * partitionSize
const end = Math.min(start + partitionSize, entities.length)
workers[i].postMessage({
entities: entities.subarray(start, end),
components: world.components
})
}
}
Important: ECS API functions (addEntity, removeEntity, addComponent, etc.) cannot be used directly in workers. Use message queues to send commands back to the main thread.
Complete API Reference
World Functions
| Function | Signature | Description |
|---|---|---|
createWorld |
(context?, entityIndex?) => World |
Create a new world |
resetWorld |
(world) => World |
Reset world state |
deleteWorld |
(world) => void |
Delete world and free resources |
getAllEntities |
(world) => number[] |
Get all entities in world |
getWorldComponents |
(world) => ComponentRef[] |
Get all registered components |
Entity Functions
| Function | Signature | Description |
|---|---|---|
addEntity |
(world) => number |
Add new entity |
removeEntity |
(world, eid) => void |
Remove entity |
entityExists |
(world, eid) => boolean |
Check if entity exists |
getEntityComponents |
(world, eid) => ComponentRef[] |
Get entity's components |
Entity Index Functions
| Function | Signature | Description |
|---|---|---|
createEntityIndex |
(options?) => EntityIndex |
Create entity index |
withVersioning |
(versionBits?) => options |
Configure versioning |
addEntityId |
(index) => number |
Add ID to index |
removeEntityId |
(index, id) => void |
Remove ID from index |
isEntityIdAlive |
(index, id) => boolean |
Check if ID is alive |
getId |
(index, id) => number |
Extract entity ID |
getVersion |
(index, id) => number |
Extract version |
incrementVersion |
(index, id) => number |
Increment version |
Component Functions
| Function | Signature | Description |
|---|---|---|
addComponent |
(world, eid, component) => boolean |
Add component to entity |
addComponents |
(world, eid, ...components) => void |
Add multiple components |
removeComponent |
(world, eid, ...components) => void |
Remove components |
removeComponents |
(world, eid, ...components) => void |
Alias for removeComponent |
hasComponent |
(world, eid, component) => boolean |
Check component presence |
getComponent |
(world, eid, component) => any |
Get component data |
setComponent |
(world, eid, component, data) => void |
Set component data |
set |
(component, data) => ComponentSetter |
Create component setter |
registerComponent |
(world, component) => ComponentData |
Register component |
registerComponents |
(world, components) => void |
Register multiple |
Query Functions
| Function | Signature | Description |
|---|---|---|
query |
(world, terms, ...modifiers) => QueryResult |
Query entities |
And / All |
(...components) => OpReturnType |
AND operator |
Or / Any |
(...components) => OpReturnType |
OR operator |
Not / None |
(...components) => OpReturnType |
NOT operator |
Hierarchy / Cascade |
(relation, depth?) => HierarchyTerm |
Hierarchy ordering |
asBuffer |
QueryModifier |
Return Uint32Array |
isNested / noCommit |
QueryModifier |
Safe nested iteration |
commitRemovals |
(world) => void |
Commit pending removals |
registerQuery |
(world, terms, options?) => Query |
Register query |
removeQuery |
(world, terms) => void |
Remove query |
Hierarchy Functions
| Function | Signature | Description |
|---|---|---|
getHierarchyDepth |
(world, eid, relation) => number |
Get entity depth |
getMaxHierarchyDepth |
(world, relation) => number |
Get max depth |
ensureDepthTracking |
(world, relation) => void |
Initialize tracking |
Relation Functions
| Function | Signature | Description |
|---|---|---|
createRelation |
(...modifiers) => Relation |
Create relation |
withStore |
(createStore) => modifier |
Add data store |
makeExclusive |
(relation) => Relation |
Make exclusive |
withAutoRemoveSubject |
(relation) => Relation |
Auto-remove subject |
withOnTargetRemoved |
(callback) => modifier |
Target removed callback |
withValidation |
(validateFn) => modifier |
Add validation |
getRelationTargets |
(world, eid, relation) => number[] |
Get targets |
Pair |
(relation, target) => component |
Create pair |
Wildcard |
Relation |
Wildcard relation |
IsA |
Relation |
Inheritance relation |
isRelation |
(component) => boolean |
Check if relation |
isWildcard |
(relation) => boolean |
Check if wildcard |
Prefab Functions
| Function | Signature | Description |
|---|---|---|
addPrefab |
(world) => EntityId |
Create prefab entity |
Observer Functions
| Function | Signature | Description |
|---|---|---|
observe |
(world, hook, callback) => unsubscribe |
Subscribe to changes |
onAdd |
(...terms) => ObservableHook |
Addition hook |
onRemove |
(...terms) => ObservableHook |
Removal hook |
onSet |
(component) => ObservableHook |
Set hook |
onGet |
(component) => ObservableHook |
Get hook |
Serialization Functions (bitecs/serialization)
| Function | Signature | Description |
|---|---|---|
createSoASerializer |
(components, options?) => (entities) => ArrayBuffer |
SoA serializer |
createSoADeserializer |
(components, options?) => (buffer, idMap?) => void |
SoA deserializer |
createAoSSerializer |
(components, options?) => (entities) => ArrayBuffer |
AoS serializer |
createAoSDeserializer |
(components, options?) => (buffer, idMap?) => void |
AoS deserializer |
createObserverSerializer |
(world, tag, components, options?) => () => ArrayBuffer |
Observer serializer |
createObserverDeserializer |
(world, tag, components, options?) => (buffer, idMap?) => void |
Observer deserializer |
createSnapshotSerializer |
(world, components, buffer?) => () => ArrayBuffer |
Snapshot serializer |
createSnapshotDeserializer |
(world, components) => (buffer, idMap?) => void |
Snapshot deserializer |
f32, f64, u8, u16, u32, i8, i16, i32 |
(array?) => TypedArray |
Type tags |
str |
(array?) => string[] |
String type tag |
array |
(type) => array |
Array type tag |
Best Practices
Component Design
- Prefer SoA format for optimal cache performance and memory efficiency
- Use TypedArrays for threading compatibility and predictable memory
- Keep components small and focused on a single concern
- Use tag components (empty objects) for boolean flags
- Pre-allocate TypedArrays based on expected entity count
// Good: Focused components
const Position = { x: new Float32Array(MAX_ENTS), y: new Float32Array(MAX_ENTS) }
const Velocity = { x: new Float32Array(MAX_ENTS), y: new Float32Array(MAX_ENTS) }
const Flying = {} // Tag
// Avoid: Monolithic components
const Entity = { x: [], y: [], vx: [], vy: [], health: [], name: [] }
Query Optimization
- Query once per system, iterate results
- Use
isNestedfor nested queries to prevent removal issues - Use
asBufferfor threading or when you need Uint32Array - Avoid querying in tight loops
// Good: Query once
const moveSystem = (world) => {
const entities = query(world, [Position, Velocity])
for (const eid of entities) {
Position.x[eid] += Velocity.x[eid]
}
}
// Avoid: Query in loop
for (let i = 0; i < 1000; i++) {
const entities = query(world, [Position]) // Inefficient
}
Entity Lifecycle
- Use manual recycling for controlled removal timing
- Consider versioning if entity ID reuse causes issues
- Batch entity removals for better performance
const Removed = {}
const removeSystem = (world) => {
for (const eid of query(world, [Removed])) {
removeEntity(world, eid)
}
}
Observer Usage
- Use observers for cross-cutting concerns (logging, sync, validation)
- Keep observer callbacks lightweight
- Unsubscribe when no longer needed
- Define onSet/onGet for prefab inheritance
Serialization
- Use Observer + SoA serializers together for complete network sync
- Pre-allocate serialization buffers to avoid GC pressure
- Use diff mode for bandwidth-sensitive applications
- Map entity IDs when deserializing to different worlds
Threading
- Use SharedArrayBuffer for cross-thread component stores
- Use
asBufferqueries for thread-safe entity lists - Implement command queues for main thread operations
- Partition work across workers for parallel processing
Migration from 0.3.x
Key Changes
| 0.3.x | 0.4.0 |
|---|---|
defineComponent({ x: Types.f32 }) |
{ x: [] as number[] } or { x: new Float32Array(n) } |
addComponent(world, Component, eid) |
addComponent(world, eid, Component) |
defineQuery([A, B]) then query(world) |
query(world, [A, B]) |
enterQuery(query) |
observe(world, onAdd(...), cb) |
exitQuery(query) |
observe(world, onRemove(...), cb) |
Changed(Component) |
observe(world, onSet(Component), cb) |
Types.eid for references |
createRelation() |
Legacy Module
For gradual migration, use bitecs/legacy:
import {
defineComponent,
defineQuery,
enterQuery,
exitQuery,
Types,
addComponent // Uses old parameter order
} from 'bitecs/legacy'
Common Patterns
Enter/Exit Queues
const world = createWorld({
enteredMovers: [] as number[],
exitedMovers: [] as number[]
})
observe(world, onAdd(Position, Velocity), (eid) => world.enteredMovers.push(eid))
observe(world, onRemove(Position, Velocity), (eid) => world.exitedMovers.push(eid))
const movementSystem = (world) => {
// Process entered
for (const eid of world.enteredMovers.splice(0)) {
console.log(`${eid} started moving`)
}
// Process exited
for (const eid of world.exitedMovers.splice(0)) {
console.log(`${eid} stopped moving`)
}
}
Parent-Child Hierarchies
const ChildOf = createRelation(withAutoRemoveSubject)
// Create hierarchy
const parent = addEntity(world)
const child = addEntity(world)
addComponent(world, child, ChildOf(parent))
// Process in order
for (const eid of query(world, [Transform, Hierarchy(ChildOf)])) {
// Parents processed before children
updateWorldTransform(eid)
}
Inventory System
const Contains = createRelation(withStore(() => ({ amount: [] as number[] })))
const chest = addEntity(world)
const gold = addEntity(world)
addComponent(world, chest, Contains(gold))
Contains(gold).amount[chest] = 100
// Get all items in chest
const items = getRelationTargets(world, chest, Contains)
Network Replication
import { createObserverSerializer, createObserverDeserializer, createSoASerializer, createSoADeserializer } from 'bitecs/serialization'
const Networked = {}
const components = [Position, Velocity, Health]
// Server
const observerSerializer = createObserverSerializer(world, Networked, components)
const dataSerializer = createSoASerializer(components)
const sendUpdate = () => {
const entities = query(world, [Networked])
const observerPacket = observerSerializer()
const dataPacket = dataSerializer(entities)
broadcast({ observer: observerPacket, data: dataPacket })
}
// Client
const observerDeserializer = createObserverDeserializer(world, Networked, components)
const dataDeserializer = createSoADeserializer(components)
const receiveUpdate = ({ observer, data }) => {
observerDeserializer(observer)
dataDeserializer(data)
}