ECS Query Patterns

Community

Write fast, allocation-free ECS queries

AuthorXyrces
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill helps you find and process the right entities in an ECS without wasting frame time on allocations, repeated query setup, or inefficient per-entity checks.

Core Features & Use Cases

  • Query Filtering: Build precise entity matches with WithAll, WithAny, WithNone, and stricter archetype rules.
  • Hot-Path Iteration: Use struct-based handlers and ref iteration to keep gameplay systems allocation-free.
  • Reusable Queries: Cache QueryDescription instances for combat, movement, AI, and other per-frame systems.
  • Bulk and Relationship Operations: Count, collect, add, remove, and update components across matching entities, including parent-child style relationships.
  • Use Case: A Godot 4.x action game can use this Skill to update all enemies, apply damage only to valid targets, and keep simulation code deterministic and fast.

Quick Start

Use this skill to design an efficient Arch ECS query for the entities and components you need, then cache it and iterate with a zero-allocation handler.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 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 Query Patterns
Download link: https://github.com/Xyrces/godot-ecs-gamedev-playbook/archive/main.zip#ecs-query-patterns

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