Architecture for Pokemon Go + ECS + World State server Skills?

Hey all!

ECS performance is awesome! Is anyone able to please explain or link to an explanation/resource re how ECS and Unity fit into a bigger picture client and world state architecture because now that i have some cool ECS interactions I want to build a light client that requires cloud login and then load in a cloud served world-state content?

Recently, I saw the CTO & co founder of Pokemon Phil’s architecture for their game (in this vid:

so am also interested in how that works.


Without going to technical and watching videos, in my opinion, according to above structure as per images, wouldn’t be different either for OOP nor ECS.
In bot cases, you can “build” independent systems and subsystems, groups together, in respect to their task. Weather is longing, data processing, or presentation layer. In fact, if done appropriate way, you could have nicely linking between group of systems, which some of them are in OOP and other in ECS, since each one, should techinically be independent. The concept of decoupling, is very similar as in ROS (Robotic Operation System).

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Thanks