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gecslisted

gecs ECS framework API reference — the Entity-Component-System addon for Godot 4.x used by this project. Covers Entity, Component, System, World, QueryBuilder, Relationship, Observer, CommandBuffer, SystemTimer. Use when the task involves ECS architecture: creating entities with components, defining component data classes (C_ prefix), writing game logic systems, querying entities by component composition, entity relationships or links, reactive observers for component changes, safe structural changes during iteration, system tick rates, ECS world setup, debugging ECS queries or cache, or deferred entity destruction. Also trigger on gecs API calls: q.with_all(), ECS.world, ECS.process(), define_components(), cmd.add_component(). gecs has zero LLM training data — without this skill all ECS API calls will be fabricated. NOT relevant for standard Godot subsystems (physics, animation, UI, tilemap, shader, particles, navigation, signals, audio) unless explicitly connected to ECS.
RandallLiuXin/GodotMaker · ★ 219 · AI & Automation · score 79
Install: claude install-skill RandallLiuXin/GodotMaker
# gecs — ECS Framework for Godot 4.x $ARGUMENTS gecs is the ECS backend for GodotMaker. It has **zero LLM training data coverage** — all API knowledge must come from this skill. ## Core Concept Mapping | gecs Class | Godot Base | Key Insight | |------------|-----------|-------------| | `Entity` | `extends Node` | Entity IS a Node — lives in scene tree, can have child nodes | | `Component` | `extends Resource` | Pure data, `@export` properties with defaults, no logic | | `System` | `extends Node` | Contains game logic, queries entities, placed in scene tree | | `World` | `extends Node` | Manages all entities/systems, archetype storage, query engine | | `QueryBuilder` | `extends RefCounted` | Chain API: `with_all`/`with_any`/`with_none`, auto-cached | | `Relationship` | `extends Resource` | Pair (relation_component, target), archetype-level indexing | | `Observer` | `extends Node` | Reactive: fires on component add/remove/change events | | `CommandBuffer` | `extends RefCounted` | Safe structural changes during iteration via `cmd` | | `ECS` | Autoload singleton | Global access: `ECS.world`, `ECS.process(delta, group)` | ## Quick Start ```gdscript # --- Component (pure data, extends Resource) --- class_name C_Health extends Component @export var current: float = 100.0 @export var maximum: float = 100.0 class_name C_Velocity extends Component @export var direction: Vector3 = Vector3.ZERO @export var speed: float = 100.0 # --- Entity (extends Node, define default components