What problem does it solve? Building real-time strategy game logic often leads to non-deterministic simulations, floating-point desyncs in multiplayer, and performance-killing object-oriented patterns. This Skill enforces a data-oriented architecture that keeps gameplay state out of the renderer and guarantees deterministic, server-authoritative simulation loops. ## Core Features & Use Cases - Pure Struct-of-Arrays Components: Generates bitECS-style components backed by Typed Arrays mapped to numeric entity IDs, eliminating GC churn and object reference bloat. - Deterministic Combat Pipeline: Implements event-queued damage processing with integer math, 2D armor-type multiplier lookup tables, and fixed tick-rate loops (10-30 ticks/sec) to prevent network desyncs. - Ordered System Execution: Defines a strict linear pipeline from input ingestion through AI state machines, movement, collision, combat, buffs, death cleanup, and renderer synchronization. - Use Case: When implementing a unit combat system for a multiplayer RTS, use this Skill to generate the damage event bus, integer health arrays, and armor multiplier tables that stay in sync across all networked clients. ## Quick Start Use the rts-entity-architecture skill to implement a deterministic combat damage system with integer health components and an event queue for my bitECS-based RTS game.