*| [JavaECS](../../README.md) | [docs](../overview.md) | entity* # Entity ### Contents [About](#About) [Usage](#Usage) [Notes](#Notes) ## About An 'entity' is a unique ID. For most implementations, it makes sense to use a simple integer value - usually in a packed array (*reuses the most minimal value it can*) E.g.: The ID 101 would be the next selected value for a new entity. >100 | 101 | 102| 103| 104| ...| >:----:|:-----:|:----:|:----:|:----:|:----| >used|unused|used|used| unused| ....|
**This ID represents a specific instance of a game object** e.g. character, vehicle, effect etc. ___An entity contains no further data.___ In order to be useful, its identifier must be registered to one or more [components](../component/component.md). Entities are also initialised with a Java [BitSet](). Each bit represents the index of a component, to determine which component an entity is registered to ## Usage *some specific usage info here* ``` java void todo(); ``` ## Notes * The only requirement for a Entity is that it has a unique ID. An [entity manager](../manager/entity_manager.md) could implement a more complex ID system such as using a packed array for only a small region of IDs, or using named IDs by use of a dictionary or ordered hash-map * The maximum number of entities is limited by the size of the container used to store it. E.g., for a 32-bit unsigned integer, there are ~4.3 billion ID's available. But keep in mind that such a large amount of IDs will take significant time for each system to consider. * LinkedList is used to initialise the arrays, as a linked list is not limited to a maximum size: (https://stackoverflow.com/questions/3767979/how-much-data-can-a-list-can-hold-at-the-maximum)