#Exploring Entity Component Systems in Elm
Entity-Component-System (or ECS) is a pattern for designing programs that is prevalent in the games industry. This pattern consists of three simple parts:
- Entity : A uniquely identifiable object that may contain any number of components
- Component : A property usually representing the raw data of one aspect of the object. (Position is a component, Velocity is a component, Strength is a component, etc...)
- System : A continuous process performing actions on every entity that possesses a component of the same aspect as that system
To understand this, let us try to make a simple example: Boxes that move in space: