ecs-component-mutators

Community

Centralize component update logic.

AuthorViewableGravy
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill addresses the challenge of managing repetitive component update logic across multiple systems in an Entity-Component-System (ECS) architecture, preventing code duplication and promoting maintainability.

Core Features & Use Cases

  • Pure State Components: Ensures components remain data-only, separating state from behavior.
  • Reusable Mutator Logic: Encapsulates common update patterns into dedicated mutator classes.
  • Allocation-Light Systems: Reduces object creation within performance-critical game loops.
  • Use Case: In a game, managing cooldown timers for abilities is a common task. Instead of writing the cooldown tick logic in every system that uses a cooldown, a CooldownMutator can be reused, ensuring consistent behavior and cleaner system code.

Quick Start

Run the validation script for the ecs-component-mutators skill.

Dependency Matrix

Required Modules

None required

Components

scriptsreferences

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: ecs-component-mutators
Download link: https://github.com/ViewableGravy/better-ecs/archive/main.zip#ecs-component-mutators

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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