ecs-architecture

ecs-architecture is a skill for Claude Code from bullish0x/GameStudio. It costs 17 tokens per session (2,401 once invoked), scanned A, original, MIT.

A guide for designing and implementing an Entity Component System (ECS), a game architecture where entities are IDs, components hold data, and systems contain behaviour. It uses TypeScript and focuses on organising many interactive objects efficiently.

In plain words
What is it for?
Use it to build or refactor game and simulation code around entities, components, and systems, especially when many objects interact.
Why use it?
It gives a clear structure for games or simulations that would become difficult to maintain with large object class hierarchies. Separating data from behaviour can also make repeated processing more efficient.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to build or refactor game and simulation code around entities, components, and systems, especially when many objects interact.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/ecs-architecture
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill ecs-architecture
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

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README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ecs-architecture

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-architecture"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,401 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00017 $0.02401
Opus 5 $0.00009 $0.01201
Sonnet 5 $0.00003 $0.00480
Haiku 4.5 $0.00002 $0.00240

Measured 7d ago against content hash 332e4a7da2e7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ecs-architecture scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.agents/skills/ecs-architecture/SKILL.md · 411 lines

How it starts

The opening of the file, as written. The whole thing — 411 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECS Architecture

When to Use

Use this skill when:

  • Building a game or simulation with many interactive objects
  • Refactoring object-oriented game code for better performance
  • Implementing data-oriented design patterns
  • Creating scalable game systems with complex interactions

Core Principles

  1. Composition over Inheritance: Entities are composed of components, not class hierarchies
  2. Data Locality: Components store data; systems process data in contiguous memory
  3. Separation of Concerns: Components = data, Systems = logic, Entities = IDs
  4. Type Safety: Leverage TypeScript for compile-time guarantees
  5. Performance: Cache-friendly iteration over components

Architecture Overview

Entity: Unique ID
    ↓
Components: Pure data (Transform, Velocity, Health, Renderable)
    ↓
Systems: Logic that processes entities with specific component combinations

Implementation

1. Entity Manager

export type EntityId = number & { readonly __brand: 'EntityId' };

export class EntityManager {
  private nextId = 0;
  private readonly entities = new Set<EntityId>();

  create(): EntityId {
    const id = this.nextId++ as EntityId;
    this.entities.add(id);
    return id;
  }

  destroy(id: EntityId): void {
    this.entities.delete(id);
  }

  exists(id: EntityId): boolean {
    return this.entities.has(id);
  }

  getAll(): ReadonlySet<EntityId> {
    return this.entities;
  }

  clear(): void {
    this.entities.clear();
    this.nextId = 0;
  }
}

2. Component System

export interface Component {
  readonly __componentBrand?: never;
}

export interface ComponentClass<T extends Component> {
  new (...args: any[]): T;
}

export class ComponentManager {
  private readonly components = new Map<ComponentClass<any>, Map<EntityId, Component>>();

  register<T extends Component>(type: ComponentClass<T>): void {
    if (!this.components.has(type)) {
      this.components.set(type, new Map());
    }
  }

  add<T extends Component>(entity: EntityId, type: ComponentClass<T>, component: T): void {
    this.register(type);
    this.components.get(type)!.set(entity, component);
  }

  remove<T extends Component>(entity: EntityId, type: ComponentClass<T>): void {
    this.components.get(type)?.delete(entity);
  }

  get<T extends Component>(entity: EntityId, type: ComponentClass<T>): T | undefined {
    return this.components.get(type)?.get(entity) as T | undefined;
  }

  has<T extends Component>(entity: EntityId, type: ComponentClass<T>): boolean {
    return this.components.get(type)?.has(entity) ?? false;
  }

  getAll<T extends Component>(type: ComponentClass<T>): Map<EntityId, T> {
    return (this.components.get(type) as Map<EntityId, T>) ?? new Map();
  }

  removeAllForEntity(entity: EntityId): void {
    for (const componentMap of this.components.values()) {
      componentMap.delete(entity);
    }
  }

  clear(): void {
    this.components.clear();
  }
}

Read the full file on GitHub · 411 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 411 lines · 17 tokens per session scan A 332e4a7da2e7

Subscribe to this mod's changes

ecs-architecture is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 17 tokens to every session and 2,401 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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