The entity-component-system is an architectural pattern that uses very few and simple entity classes whose instances are dynamically composed of components that provide structural and behavioral features.
The entity-component-system is an architectural pattern that uses a simple entity class whose instances are dynamically composed of components that provide structural and behavioral features.
The pattern is based on the principle of composition over inheritance and aims to avoid deep class hierarchies that are difficult to maintain. At the same time it facilitates dynamic configuration and combination of features.
Its properties made it popular in the videogame industry, where it facilitates the dynamic configuration of new characters and items.