engine-plugins

Create and register modular plugins within the Better ECS engine.

Updated Jan 1, 2026
One-click install
npx skills add https://github.com/ViewableGravy/better-ecs --skill engine-plugins
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: engine-plugins
Source: https://github.com/ViewableGravy/better-ecs/tree/main/.github/skills/engine-plugins
Command: npx skills add https://github.com/ViewableGravy/better-ecs --skill engine-plugins

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a standardized way to build and integrate reusable plugins into the Better ECS engine, promoting modularity and code sharing across features.

Core Features & Use Cases

  • Plugin Factory Pattern: Defines a clear structure for creating configurable plugins.
  • Configuration Management: Guides on how to pass options and manage plugin settings.
  • Integration: Demonstrates how to register custom plugins within the engine's initialization.
  • Use Case: Develop a reusable FPS counter plugin that can be easily added to any game built with Better ECS, or integrate a third-party physics engine as a plugin.

Quick Start

Create a new plugin by defining a factory function that returns a system using createSystem.

Frequently Asked Questions about engine-plugins

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create reusable engine plugins in TypeScript?

To create reusable engine plugins in TypeScript, define a factory function that accepts configurable options and returns a system using `createSystem`. This factory pattern ensures your plugin is modular and easily registered within the engine's `createEngine` function.

What is a plugin factory pattern in ECS architecture?

A plugin factory pattern in ECS architecture is a standardized structure for defining modular, configurable plugins. It uses factory functions to generate system instances, allowing feature-oriented development and seamless code sharing across different games built with the engine.

How do I register a custom plugin during ECS engine initialization?

You register a custom plugin during ECS engine initialization by passing your plugin factory into the engine's `createEngine` function. This integrates the plugin's systems and configurations directly into the game architecture.

Can I integrate a third-party physics engine as an ECS plugin?

Yes, you can integrate a third-party physics engine as an ECS plugin. By wrapping the external library in a plugin factory function, you manage its configuration options and register it as a system within the engine's architecture.

How do I pass configuration options to an ECS engine plugin?

You pass configuration options to an ECS engine plugin through the arguments of your plugin's factory function. The factory pattern allows you to accept these settings and apply them when generating the underlying system.