Automated testing in Bevy
Based on many of the comments here, it seems like there’s a lot of misunderstanding of what an ECS is - unfortunately the name does this no favors as it should probably be written as entity&#x2F;component&#x2F;system paradigm or renamed entirely. It’s not just a system that contains entities and components (that’s not what “system” refers to in the ECS name).<p>ECS is a paradigm where entities are the data-free IDs, components contain data associated with entities, and the systems operate on entities and components in batch, usually with database-like queries.<p>I have yet to find a good ECS reference, but Unity’s intro[0] gives some decent flavor for it. Note that only the DOTS subset of Unity (part of it anyways) uses an ECS. The default GameObject&#x2F;MonoBehavior way of writing code in Unity isn’t part of an ECS.<p>[0]: <a href="https:&#x2F;&#x2F;learn.unity.com&#x2F;tutorial&#x2F;entity-component-system" rel="nofollow">https:&#x2F;&#x2F;learn.unity.com&#x2F;tutorial&#x2F;entity-component-system</a>