# NateTheGreatt/bitECS

Flexible, minimal, data-oriented ECS library for Typescript

Repository: https://github.com/NateTheGreatt/bitECS
Canonical: https://ross.abutalabs.com/products/bitecs
Homepage: https://bitecs.dev
Language: TypeScript
License: MPL-2.0
License Family: copyleft
Topics: ecs, game, game-development, game-engine, gamedev, particles, entitycomponentsystem, high-performance, functional
Last push: 2026-08-24T15:31:37+00:00

## Health v2 (maintenance only)
Score: 77/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 99, release rhythm 35, longevity 100
- inputs: {"age_days": 2344, "days_push": 9, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1492, forks 116 (observed 2026-08-28T04:04:52.701395+00:00)

## What it is
bitECS is a flexible, minimal, data-oriented Entity Component System (ECS) library for JavaScript and TypeScript, focused on high performance with a tiny ~5kb footprint and zero dependencies. It lets developers define components with any backing store (TypedArrays, plain arrays, or objects), query entities by component patterns, and build systems as composable functions without imposing strict architectural rules.

## Use cases
- build a game architecture using an entity component system pattern in TypeScript
- store game entity data in Structure-of-Arrays TypedArrays for cache-friendly performance
- query entities by component combinations each frame in a game loop
- serialize and deserialize game world state
- run ECS logic across web workers using SharedArrayBuffer multithreading
- model relationships between entities like parent-child or ownership
- keep game engine bundle size tiny with a zero-dependency ECS

## When to choose
- you want a lightweight, unopinionated ECS in JavaScript/TypeScript with flexible component storage
- you need data-oriented design with SoA TypedArrays for performance-critical game code
- you want ECS without a rigid framework dictating your systems architecture
- you need multithreading support and serialization built into your ECS

## When to avoid
- you want a full-featured game engine with rendering, physics, and asset pipelines included
- you prefer an opinionated ECS with formal system classes and lifecycle hooks
- you're not working in JavaScript/TypeScript or a JS runtime environment

## Facets
- artifact type: library
- maturity: active
- function: game-engine, serialization, concurrency
- domain: performance, cross-platform
- platform: browser, cross-platform
- tags: ecs, entity-component-system, data-oriented-design, soa, typed-arrays, lightweight, zero-dependencies, multithreading, querying, relational-entities, game-development, gamedev, nodejs, web, typescript, javascript

## Member repositories
- NateTheGreatt/bitECS (main) score 77

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:04:52.701395+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T04:33:28.221197+00:00, confidence not recorded.
  - readme: https://github.com/NateTheGreatt/bitECS (fetched 2026-08-28T04:04:52.701395+00:00, sha e30c8d890a52)
  - homepage: https://bitecs.dev (fetched 2026-08-29T11:39:26.060135+00:00, sha 12ce6bca1da5)
  - site_page: https://bitecs.dev/docs/introduction (fetched 2026-08-29T11:39:26.069064+00:00, sha c143754d046f)
  - registry_npm: https://registry.npmjs.org/bitecs (fetched 2026-08-29T11:39:26.071403+00:00, sha 426dab826fcb)
- Data as of 2026-08-30T08:39:29.467469+00:00.
