Overview
Entity Component System (ECS)
This project uses an Entity–Component–System (ECS) architecture to implement a multiplayer R-Type-like game. The ECS is designed to run both:
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Server-side (headless): Contains no rendering or input systems. Only gameplay logic, networking, and simulation.
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Client-side: Adds rendering, animation, and local input prediction.
The authoritative simulation runs on the server. Clients receive replicated states and send player actions.