Koota ECS
Koota manages state using entities with composable traits.
Glossary
- Entity - A unique identifier pointing to data defined by traits. Spawned from a world.
- Trait - A reusable data definition. Can be schema-based (SoA), callback-based (AoS), or a tag.
- Relation - A directional connection between entities to build graphs.
- World - The context for all entities and their data (traits).
- Archetype - A unique combination of traits that entities share.
- Query - Fetches entities matching an archetype. The primary way to batch update state.
- Action - A discrete, synchronous data mutation (create, update, destroy). Reusable from any call site.
- System - A reactive orchestrator that observes state changes and coordinates work, including async workflows. Runs in the frame loop or event callbacks.
Design Principles
Data-oriented
Behavior is separated from data. Data is defined as traits, entities compose traits, and systems mutate data on traits via queries. See Basic usage for a complete example.
Composable systems
Design systems as small, single-purpose units rather than monolithic functions that do everything in sequence. Each system should handle one concern so that behaviors can be toggled on/off independently.
typescript1// Good: Composable systems - each can be enabled/disabled independently 2function applyVelocity(world: World) {} 3function applyGravity(world: World) {} 4function applyFriction(world: World) {} 5function syncToDOM(world: World) {} 6 7// Bad: Monolithic system - can't disable gravity without disabling everything 8function updatePhysicsAndRender(world: World) { 9 // velocity, gravity, friction, DOM sync all in one function 10}
This enables feature flags, debugging (disable one system to isolate issues), and flexible runtime configurations.
Decouple view from logic
Separate core state and logic (the "core") from the view ("app"):
- Run logic independent of rendering
- Swap views while keeping state (2D ↔ 3D)
- Run logic in a worker or on a server
Prefer traits + actions over classes
Prefer not to use classes to encapsulate data and behavior. Use traits for data and actions for behavior. Only use classes when required by external libraries (e.g., THREE.js objects) or the user prefers it.
Directory structure
If the user has a preferred structure, follow it. Otherwise, use this guidance: the directory structure should mirror how the app's data model is organized. Separate core state/logic from the view layer:
- Core - Pure TypeScript. Traits, systems, actions, world. No view imports.
- View - Reads from world, mutates via actions. Organized by domain/feature.
src/
├── core/ # Pure TypeScript, no view imports
│ ├── traits/
│ ├── systems/
│ ├── actions/
│ └── world.ts
└── features/ # View layer, organized by domain
Files are organized by role, not by feature slice. Traits and systems are composable and don't map cleanly to features.
For detailed patterns and monorepo structures, see references/architecture.md.
Trait types
| Type | Syntax | Use when | Examples |
|---|---|---|---|
| SoA (Schema) | trait({ x: 0 }) | Simple primitive data | Position, Velocity, Health |
| AoS (Callback) | trait(() => new Thing()) | Complex objects/instances | Ref (DOM), Keyboard (Set) |
| Tag | trait() | No data, just a flag | IsPlayer, IsEnemy, IsDead |
Trait naming conventions
| Type | Pattern | Examples |
|---|---|---|
| Tags | Start with Is | IsPlayer, IsEnemy, IsDead |
| Relations | Prepositional | ChildOf, HeldBy, Contains |
| Trait | Noun | Position, Velocity, Health |
Relations
Relations build graphs between entities such as hierarchies, inventories, targeting.
typescript1import { relation } from 'koota' 2 3const ChildOf = relation({ autoDestroy: 'orphan' }) // Hierarchy 4const Contains = relation({ store: { amount: 0 } }) // With data 5const Targeting = relation({ exclusive: true }) // One target only 6 7// Build graph 8const parent = world.spawn() 9const child = world.spawn(ChildOf(parent)) 10 11// Query children of parent 12const children = world.query(ChildOf(parent)) 13 14// Query all entities with any ChildOf relation 15const allChildren = world.query(ChildOf('*')) 16 17// Get targets from entity 18const items = entity.targetsFor(Contains) // Entity[] 19const target = entity.targetFor(Targeting) // Entity | undefined
For detailed patterns, traversal, ordered relations, and anti-patterns, see references/relations.md.
Basic usage
typescript1import { trait, createWorld } from 'koota' 2 3// 1. Define traits 4const Position = trait({ x: 0, y: 0 }) 5const Velocity = trait({ x: 0, y: 0 }) 6const IsPlayer = trait() 7 8// 2. Create world and spawn entities 9const world = createWorld() 10const player = world.spawn(Position({ x: 100, y: 50 }), Velocity, IsPlayer) 11 12// 3. Query and update 13world.query(Position, Velocity).updateEach(([pos, vel]) => { 14 pos.x += vel.x 15 pos.y += vel.y 16})
Entities
Entities are unique identifiers that compose traits. Spawned from a world.
typescript1// Spawn 2const entity = world.spawn(Position, Velocity) 3 4// Read/write traits 5entity.get(Position) // Read trait data 6entity.set(Position, { x: 10 }) // Write (triggers change events) 7entity.add(IsPlayer) // Add trait 8entity.remove(Velocity) // Remove trait 9entity.has(Position) // Check if has trait 10 11// Destroy 12entity.destroy()
Entity IDs
An entity is internally a number packed with entity ID, generation ID (for recycling), and world ID. Safe to store directly for persistence or networking.
typescript1entity.id() // Just the entity ID (reused after destroy) 2entity // Full packed number (unique forever)
Typing
Use TraitRecord to get the type that entity.get() returns
typescript1type PositionRecord = TraitRecord<typeof Position>
Queries
Queries fetch entities matching an archetype and are the primary way to batch update state.
typescript1// Query and update 2world.query(Position, Velocity).updateEach(([pos, vel]) => { 3 pos.x += vel.x 4 pos.y += vel.y 5}) 6 7// Read-only iteration (no write-back) 8const data: Array<{ x: number; y: number }> = [] 9world.query(Position, Velocity).readEach(([pos, vel]) => { 10 data.push({ x: pos.x, y: pos.y }) 11}) 12 13// Get first match 14const player = world.queryFirst(IsPlayer, Position) 15 16// Filter with modifiers 17world.query(Position, Not(Velocity)) // Has Position but not Velocity 18world.query(Or(IsPlayer, IsEnemy)) // Has either trait
Note: updateEach/readEach only return data-bearing traits (SoA/AoS). Tags, Not(), and relation filters are excluded:
typescript1world.query(IsPlayer, Position, Velocity).updateEach(([pos, vel]) => { 2 // Array has 2 elements - IsPlayer (tag) excluded 3})
For tracking changes, caching queries, and advanced patterns, see references/queries.md.
React integration
Imports: Core types (World, Entity) from 'koota'. React hooks from 'koota/react'.
Change detection: entity.set() and world.set() trigger change events that cause hooks like useTrait to rerender. For AoS traits where you mutate objects directly, manually signal with entity.changed(Trait).
For React hooks and actions, see references/react-hooks.md.
For component patterns (App, Startup, Renderer, view sync, input), see references/react-patterns.md.
Runtime
Systems query the world and update entities. Run them via frameloop (continuous) or event handlers (discrete).
For systems, frameloop, event-driven patterns, and time management, see references/runtime.md.