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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:

  • Server-side (headless): Contains no rendering or input systems. Only gameplay logic, networking, and simulation.

  • Client-side: Adds rendering, animation, and local input prediction.

The authoritative simulation runs on the server. Clients receive replicated states and send player actions.