orkecs-core

Answer questions about Orkid ECS architecture and APIs with file-level guidance.

35|16|Updated Feb 10, 2013
One-click install
npx skills add https://github.com/tweakoz/orkid --skill orkecs-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orkecs-core
Source: https://github.com/tweakoz/orkid/tree/main/.claude/skills/orkecs-core
Command: npx skills add https://github.com/tweakoz/orkid --skill orkecs-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a focused, file-level reference for developers who need authoritative answers about Orkid's Entity Component System, scene composition, simulation lifecycle, and Python binding architecture so they do not have to manually search the repository.

Core Features & Use Cases

  • Architecture Mapping: Identifies key header and source locations for Entities, Components, Systems, Archetypes, Scenes, Simulation, and Controllers.
  • Binding Guidance: Explains the dual Python binding strategy (pybind11 for controller, nanobind for simulation subinterpreters) and where to find pyext and pyext_sim code.
  • Editor & Runtime Workflows: Describes scene editor/player usage patterns, spawn and lifecycle flows, and how PythonSystem scripts are dispatched in simulation.
  • Use Case: A developer adding a new component can quickly locate base classes, lifecycle hooks, Python binding entry points, and example editor integrations.

Quick Start

Ask for a file-level walkthrough that explains how to create and stage an archetype, how spawning and simulation lifecycles proceed, and how PythonSystem subinterpreters are managed during updates.

Frequently Asked Questions about orkecs-core

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

FAQPage Schema
How does Orkid's Entity Component System architecture organize entities, components, and systems?

Orkid's Entity Component System organizes game logic into Entities, Components, Systems, and Archetypes. This Skill maps key header and source locations under the ork.ecs namespace to provide authoritative file-level guidance for C++ ECS core development.

How do I create and stage an archetype in Orkid's scene editor?

To create and stage an archetype in Orkid's scene editor, you define component data and register it within the scene composition. This Skill provides a file-level walkthrough of the spawn and simulation lifecycle flows from the scene editor/player tools.

Why does Orkid use both pybind11 and nanobind for Python scripting?

Orkid uses a dual Python binding strategy where pybind11 handles controller bindings and nanobind manages simulation subinterpreters. This separation optimizes the PythonSystem script dispatch and update lifecycle within the simulation subsystem.

What's the best way to locate base classes and lifecycle hooks when adding a new component to an ECS?

When adding a new component to Orkid's ECS, locate base classes and lifecycle hooks by referencing the ork.ecs headers. This Skill identifies specific file-level entry points for Python bindings and example editor integrations to streamline development.

How are PythonSystem subinterpreters managed during simulation updates?

PythonSystem subinterpreters are managed during simulation updates through the pyext_sim nanobind bindings. This Skill details the controller and simulation lifecycle, explaining how scripts are dispatched and subinterpreters are maintained across update loops.

Can I use Orkid's ECS core for simulation subsystem development without the scene editor?

Yes, Orkid's ECS core supports simulation subsystem development independently through its C++ APIs and Python bindings. This Skill guides you through the controller and simulation lifecycle details necessary to run updates without the scene editor.