
Learn how to build an ECS inventory and equipment architecture with item definitions, pickups, equipment slots, item use, quickbars, events, and stat modifiers.
Guides
Browse AgentRuss guides related to Game Development.

Learn how to build an ECS inventory and equipment architecture with item definitions, pickups, equipment slots, item use, quickbars, events, and stat modifiers.

Build an RPG stats system in ECS using BaseStats, FinalStats, equipment modifiers, and a StatsSystem that keeps derived combat values predictable.

Learn why ECS components should stay data-focused, how logic-heavy components create coupling, and why systems are a better place for gameplay behaviour.

Learn how to organize an ECS game engine with separate folders for core ECS code, components, systems, events, factories, data definitions, UI, and game-specific logic.

Learn how ECS queries find entities by component combinations, why queries are central to system design, and how cached queries can improve performance.

Learn how to use an Event Bus in ECS to decouple systems, model gameplay requests and outcomes, and avoid tightly coupled system-to-system calls.

Learn why ECS system order matters and how to structure an update pipeline for input, movement, physics, combat, UI, cameras, and rendering.

Build a simple Entity Component System in JavaScript from scratch with entities, data-only components, queries, systems, and a working update loop.

Learn how to decide whether game logic belongs in an Entity, Component, or System when building an Entity Component System in JavaScript.

Learn how to decide whether game logic belongs in an Entity, Component, or System when building an Entity Component System in JavaScript.