New to Wyrd
Wyrd is a game engine built around an ECS, entity-component-system. Instead of giving each game object its own class with its own behavior, an ECS splits a game into three separate pieces: entities (just IDs), components (plain data attached to an entity, like a position or a health value), and systems (code that runs against every entity with a particular set of components). A goblin isn’t a Goblin class, it’s an ID with a Health, a Position, and whatever else makes it a goblin that tick.
The payoff: behavior lives in systems, not in inheritance trees. A MovementSystem that reads Position and Velocity runs against every entity that has both, a player, a goblin, a thrown rock, without any of them knowing the others exist.
Where to start
Section titled “Where to start”Wyrd in 10 minutes is the fastest way in: a component, a system, and the entities it acts on, running in a few minutes. From there, Build with Wyrd covers each part of the engine task by task, and Understand Wyrd explains the design decisions once you’ve used the pieces.
Wyrd in 10 minutes walks through an actual working example.