I'm having a hard time wrapping around how something quite stateful such as complex AI would be handled in a pure ECS (such as components being only data and systems operating on that data)

Things like different enemies in a game that cast different spells, or bosses with various phases and abilities like in an MMO.Usually i'd handle such a thing with data and behaviour components and state machines, but this violates the data-driven ECS paradigm.

Is there an easy way to handle this sort of behaviour in an ECS or is a different approach required?



You must log in to answer this question.