Commonly found inside most modern game engines, Swarm adopts a ECS: Entity Component System model, here are some commonly used terms & definitions.
- Hardware is considered to be an Entity
- Subsystems are defined as an Entity Group
- Robot Classes extend Groups with abstract methods.
- Commands are defined as Components
- Worlds are where entities recieve tick updates.
- Profilers are a way to figure out which Entities and Entity Groups are taking up the most time per loop.
- Ticks are Loops
- Ticks Per (Unit) are your loop time. For example, T/PS or T/PMS.