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bmcszk/agent-skills/skills/ebiten/ecs/SKILL.md

Entity Component System patterns for Ebitengine: Donburi, Ark, Mizu. Architecture, queries, systems.

Skill1 starsChanged 10 days ago

What's in it

  1. Entity Component System (ECS)
  2. When to Use ECS
  3. Library Comparison
  4. Donburi Deep Dive
  5. Components
  6. Creating Entities
  7. Queries
  8. Systems
  9. Tags
  10. Entity Removal
  11. Game Integration Pattern
  12. Networking with necs
  13. Ark (Alternative)
  14. When NOT to Use ECS
  15. Simple Alternative (No ECS)
  16. Anti-Patterns
  17. When to Use
  18. Limitations
---
name: ecs
description: 'Entity Component System patterns for Ebitengine: Donburi, Ark, Mizu. Architecture, queries, systems.'
metadata:
  risk: none
  source: community
  date_added: '2026-05-12'
---
# Entity Component System (ECS)

> ECS architecture patterns and libraries for Ebitengine games.

---

## When to Use ECS

| Scenario | Use ECS? | Recommended |
|----------|----------|-------------|
| Hundreds+ entities (bullets, particles) | Yes | Donburi or Ark |
| Deep inheritance hierarchies | Yes | Any ECS |
| Systems operate on entity subsets | Yes | Donburi |
| Prototype/quick game jam | No | Plain structs |
| Simple game with < 50 entities | No | Composition via structs |
| Turn-based with complex state | Maybe | Evaluate per case |
| Real-time strategy with many unit types | Yes | Donburi or Ark |

---

## Library Comparison

| Feature | Donburi | Ark | Mizu | Gohan |
|---------|---------|-----|------|-------|
| **Approach** | Sparse set ECS | Archetype ECS | ECS framework | ECS framework |
| **Performance** | Good | Excellent | Good | Good |
| **API Style** | Builder pattern | Archetype queries | Declarative | Declarative |
| **World Model** | Single world | Multiple worlds | Single world | Single world |
| **Serialization** | Via plugins | Built-in | Manual | Partial |
| **Ebiten Integration** | First-class | Manual | First-class | Manual |
| **Tag Support** | Yes | Yes | Yes | Yes |
| **Networking** | necs plugin | Manual | Manual | Manual |
| **GitHub** | [yohamta/donburi](https://github.com/yohamta/donburi) | [mlange-42/ark](https://github.com/mlange-42/ark) | [sedyh/mizu](https://github.com/sedyh/mizu) | [mttchpmn/gohan](https://github.com/mttchpmn/gohan) |

---

## Donburi Deep Dive

Donburi is the most popular ECS for Ebitengine, created by the same author as ganim8.

### Components

```go
package component

import (
    "github.com/yohamta/donburi"
    "github.com/yohamta/donburi/ecs"
)

type PositionData struct {
    X, Y float64
}

var Position = donburi.NewComponentType[PositionData]()

type VelocityData struct {
    X, Y float64
}

var Velocity = donburi.NewComponentType[VelocityData]()

type SpriteData struct {
    Image   *ebiten.Image
    Width   int
    Height  int
}

var Sprite = donburi.NewComponentType[SpriteData]()

type PlayerTag struct{}

var Player = donburi.NewTag().SetName("Player")

type HealthData struct {
    Current int
    Max     int
}

var Health = donburi.NewComponentType[HealthData]()

type EnemyTag struct{}

var Enemy = donburi.NewTag().SetName("Enemy")
```

### Creating Entities

```go
func CreatePlayer(ecs *ecs.ECS, x, y float64, img *ebiten.Image) donburi.Entity {
    entity := ecs.World.Create(
        component.Position,
        component.Velocity,
        component.Sprite,
        component.Health,
        component.Player,
    )
    entry := ecs.World.Entry(entity)
    donburi.SetValue(entry, component.Position, &component.PositionData{X: x, Y: y})
    donburi.SetValue(entry, component.Velocity, &component.VelocityData{})
    donburi.SetValue(entry, component.Sprite, &component.SpriteData{Image: img})
    donburi.SetValue(entry, component.Health, &component.HealthData{Current: 100, Max: 100})
    return entity
}

func CreateBullet(ecs *ecs.ECS, x, y, vx, vy float64, img *ebiten.Image) donburi.Entity {
    entity := ecs.World.Create(
        component.Position,
        component.Velocity,
        component.Sprite,
    )
    entry := ecs.World.Entry(entity)
    donburi.SetValue(entry, component.Position, &component.PositionData{X: x, Y: y})
    donburi.SetValue(entry, component.Velocity, &component.VelocityData{X: vx, Y: vy})
    donburi.SetValue(entry, component.Sprite, &component.SpriteData{Image: img})
    return entity
}
```

### Queries

```go
// Query all entities with Position and Velocity
query := donburi.NewQuery(
    filter.Contains(component.Position),
    filter.Contains(component.Velocity),
)

// Query with optional component
query := donburi.NewQuery(
    filter.Contains(component.Position),
    filter.Optional(component.Sprite),
)

// Query by tag
playerQuery := donburi.NewQuery(
    filter.Contains(component.Player),
)

// Iterate
query.Each(ecs.World, func(entry *donburi.Entry) {
    pos := component.Position.Get(entry)
    vel := component.Velocity.Get(entry)
    pos.X += vel.X
    pos.Y += vel.Y
})
```

### Systems

```go
type MovementSystem struct{}

func (s *MovementSystem) Update(ecs *ecs.ECS) {
    query := donburi.NewQuery(
        filter.Contains(component.Position),
        filter.Contains(component.Velocity),
    )
    query.Each(ecs.World, func(entry *donburi.Entry) {
        pos := component.Position.Get(entry)
        vel := component.Velocity.Get(entry)
        pos.X += vel.X
        pos.Y += vel.Y
    })
}

type RenderSystem struct{}

func (s *RenderSystem) Draw(ecs *ecs.ECS, screen *ebiten.Image) {
    opts := &ebiten.DrawImageOptions{}
    query := donburi.NewQuery(
        filter.Contains(component.Position),
        filter.Contains(component.Sprite),
    )
    query.Each(ecs.World, func(entry *donburi.Entry) {
        pos := component.Position.Get(entry)
        spr := component.Sprite.Get(entry)
        opts.GeoM.Reset()
        opts.GeoM.Translate(pos.X, pos.Y)
        screen.DrawImage(spr.Image, opts)
    })
}

type CollisionSystem struct{}

func (s *CollisionSystem) Update(ecs *ecs.ECS) {
    playerQuery := donburi.NewQuery(filter.Contains(component.Player))
    enemyQuery := donburi.NewQuery(filter.Contains(component.Enemy))

    playerQuery.Each(ecs.World, func(pEntry *donburi.Entry) {
        pPos := component.Position.Get(pEntry)
        enemyQuery.Each(ecs.World, func(eEntry *donburi.Entry) {
            ePos := component.Position.Get(eEntry)
            if math.Abs(pPos.X-ePos.X) < 16 && math.Abs(pPos.Y-ePos.Y) < 16 {
                health := component.Health.Get(pEntry)
                health.Current -= 10
            }
        })
    })
}
```

### Tags

Tags are zero-size components used to categorize entities:

```go
var Player = donburi.NewTag().SetName("Player")
var Enemy = donburi.NewTag().SetName("Enemy")
var Bullet = donburi.NewTag().SetName("Bullet")
var Collectible = donburi.NewTag().SetName("Collectible")

// Adding a tag
ecs.World.Create(component.Position, component.Player)

// Querying by tag
query := donburi.NewQuery(filter.Contains(component.Enemy))
```

### Entity Removal

```go
// Remove a single entity
entry := ecs.World.Entry(entity)
entry.Remove()

// Remove entities matching query (e.g., off-screen bullets)
query := donburi.NewQuery(
    filter.Contains(component.Bullet),
    filter.Contains(component.Position),
)
var toRemove []donburi.EntityID
query.Each(ecs.World, func(entry *donburi.Entry) {
    pos := component.Position.Get(entry)
    if pos.X < -50 || pos.X > 1000 || pos.Y < -50 || pos.Y > 1000 {
        toRemove = append(toRemove, entry.EntityID())
    }
})
for _, id := range toRemove {
    ecs.World.Remove(id)
}
```

---

## Game Integration Pattern

```go
package main

import (
    "github.com/hajimehoshi/ebiten/v2"
    "github.com/yohamta/donburi"
    "github.com/yohamta/donburi/ecs"
    "github.com/yohamta/donburi/filter"
)

type System interface {
    Update(e *ecs.ECS)
    Draw(e *ecs.ECS, screen *ebiten.Image)
}

type Game struct {
    ecs      *ecs.ECS
    systems  []System
}

func NewGame() *Game {
    g := &Game{
        ecs: ecs.NewECS(ecs.NewWorld()),
    }
    g.systems = []System{
        &InputSystem{},
        &MovementSystem{},
        &CollisionSystem{},
        &CleanupSystem{},
        &RenderSystem{},
    }

    // Create initial entities
    CreatePlayer(g.ecs, 100, 100, playerSprite)

    return g
}

func (g *Game) Update() error {
    for _, sys := range g.systems {
        sys.Update(g.ecs)
    }
    return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
    for _, sys := range g.systems {
        sys.Draw(g.ecs, screen)
    }
}

func (g *Game) Layout(w, h int) (int, int) {
    return 320, 240
}
```

---

## Networking with necs

```go
import "github.com/leap-fish/necs"

// Setup networking layer on top of Donburi ECS
// necs provides:
// - Entity synchronization across network
// - Component replication
// - RPC system
// - Client/Server architecture
```

---

## Ark (Alternative)

```go
import "github.com/mlange-42/ark/ecs"

// Archetype-based ECS with excellent cache performance
w := ecs.NewWorld()

posMapper := ecs.NewMap1[Position](&w)
velMapper := ecs.NewMap2[Position, Velocity](&w)

// Create entity
entity := posMapper.NewEntity(&Position{X: 10, Y: 20})

// Query
query := ecs.NewFilter1[Position](&w)
for q.Next() {
    pos := q.Get()
    pos.X += 1
}
```

Ark is faster for large entity counts due to archetype storage, but has a steeper API.

---

## When NOT to Use ECS

| Scenario | Better Approach |
|----------|----------------|
| Simple game with few entity types | Plain Go structs with composition |
| Game jam / prototype | Direct struct-based design |
| Turn-based RPG with complex state | Object-oriented with interfaces |
| UI-heavy game | ebitenui or furex |
| Puzzle game with grid state | 2D array with game logic |

### Simple Alternative (No ECS)

```go
type Game struct {
    player   *Player
    enemies  []*Enemy
    bullets  []*Bullet
    particles []*Particle
}

func (g *Game) Update() error {
    g.player.Update()
    for _, e := range g.enemies {
        e.Update()
    }
    for _, b := range g.bullets {
        b.Update()
    }
    return nil
}
```

---

## Anti-Patterns

| Don't | Do |
|-------|-----|
| Store `*ebiten.Image` in every entity | Store sprite ID, use a lookup table |
| Create/destroy entities every frame for particles | Use an object pool |
| Put game logic in component getters/setters | Keep components as pure data |
| Query all entities when you need one | Use tag + targeted query |
| Mix rendering logic into ECS systems | Keep render systems separate |
| Use ECS for UI elements | Use a UI library instead |
| Create world per level (Donburi) | Use a single world, manage entity lifecycles |
| Store references to entries across frames | Re-query or use Entity IDs |
| Skip removing dead entities | Clean up each frame to prevent memory leaks |

## When to Use
This skill is applicable when designing or implementing an Entity Component System architecture in an Ebitengine game.

## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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