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.