From 3f8e21b492d7c785c42809107d6f3de98ed2dcc2 Mon Sep 17 00:00:00 2001 From: Gabriele Picco Date: Fri, 27 Oct 2023 15:21:22 +0200 Subject: [PATCH] :memo: Fix typo --- src/introduction/ecs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/introduction/ecs.md b/src/introduction/ecs.md index 08f9912..f171722 100644 --- a/src/introduction/ecs.md +++ b/src/introduction/ecs.md @@ -8,7 +8,7 @@ The Solana Virtual Machine makes use of a paradigm similar to an ECS. The state When we compare it to Solana's architecture, it becomes evident how easily the ECS can be implemented: -- **Entity**: An entity is a general-purpose object typically represented by a unique identifier. +- **Entities**: An entity is a general-purpose object typically represented by a unique identifier. It doesn't directly contain any data or behaviour but serves as an identifier for a collection of components. Entities can be registered in a world instance account on Solana and could themselves be accounts. - **Components**: Raw data structure that represents some aspect or attribute of an entity. For instance, a PositionComponent might just contain x, y, and z coordinates. This is concept is essentially equivalent to accounts on Solana. - **Systems**: Performs the game logic or behaviour by acting upon entities that have specific components. Systems are essentialy programs on Solana, which only specify the logic and the accounts they operate on.