Game Engine Architecture: An Evolution of the ECS Paradigm
Gesee-y

Gesee-y @geseey

About: Hi, I started programming at 16 (2024) and I am passionate by games. I made an Undertale engine on Godot 4 and made many Julia packages (Outdoors, Notifyer)

Location:
Cameroon, Yaoundé
Joined:
Mar 5, 2025

Game Engine Architecture: An Evolution of the ECS Paradigm

Publish Date: Jun 6
0 2

Game engine architecture is the foundation upon which every feature stands. And like any foundation, if it's weak, everything on top crumbles. A solid, scalable architecture is critical.

Today, ECS (Entity-Component-System) is the dominant model in the industry — but it's not without trade-offs.

So, at first I was doing a funny experiment, making an FNF engine from scratch. But while exploring game architecture, I decided to explore a different take:
A variant of ECS that aims to be:

  • 🚀 Faster (reduced redundant queries)
  • 🔌 Modular and extensible
  • 🧵 Naturally parallelizable
  • 🌐 Better suited for real-time and online systems

This led to what I call RECS — a Reactive ECS written in Julia.
Systems subscribe to archetypes (shapes of components) and get dispatched relevant entities per tick.

📄 Full architecture overview + source code:
👉 https://github.com/Gesee-y/RECS.jl

Would love to get your feedback — and hear how others approach scalable engine design.

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