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Entity Component System (ECS) 101 |
Entity Component System (ECS) is an architectural pattern widely used in game development and other software systems that require managing a large number of objects with varying properties and behaviors. It promotes flexibility, modularity, and separation of concerns by organizing code into three main categories: Entities, Components, and Systems. |
Chippr-AGI Entity Lifecycle |
The lifecycle of an entity in Chippr-AGI consists of several stages, including creation, component addition and removal, updating, and deletion. This document will guide you through each stage, describing the processes involved and the interactions between entities, components, and systems in the Chippr-AGI architecture. |
Event-Driven Architecture in Chippr-AGI |
Event-driven architecture is a design pattern that promotes loose coupling and effective communication between different parts of an application. In Chippr-AGI, this architecture is used to manage interactions between systems and components while maintaining a modular and scalable structure. |
Systems in Chippr-AGI |
Systems in Chippr-AGI are the primary building blocks responsible for handling the logic and processing related to specific tasks or functionalities. They work in tandem with components to define the behavior of the application, forming a crucial part of the Entity-Component-System (ECS) architecture. |
Components in Chippr-AGI |
Components in Chippr-AGI are the fundamental data structures that define the properties and attributes of entities within the Entity-Component-System (ECS) architecture. They work in conjunction with systems to create the behavior and functionality of the application. |
Prompts in Chippr-AGI |
Prompts are an essential part of Chippr-AGI, as they provide a way for systems to generate events, components, and entities based on user input or other external sources of information. They act as the bridge between the application and the outside world, allowing systems to adapt and respond to changes in the environment or user requirements. |