ECS is basically functional programming with a shared mutable state.
Nothing mystical. Just tables indexed by entities and pure logic functions acting on them.
Example ECS-ish pattern:
local Players = game:GetService("Players")
local Component_Health:{[Player]:number}={}
local function PlayerAdded(Plr:Player):()
Component_Health[Plr]=100
Plr.CharacterAdded:Connect(function(char):()
local humanoid = char:WaitForChild("Humanoid") :: Humanoid
Component_Health[Plr]=humanoid.Health
end)
end
Players.PlayerRemoving:Connect(function(plr):()
Component_Health[plr]=nil
end)
Players.PlayerAdded:Connect(PlayerAdded)
for i,v in Players:GetPlayers() do PlayerAdded(v) end
Efficient code = code that ONLY does what it needs to do.
No ambiguity. No wrapper circus. No “professional-looking” abstraction slop.
Just:
- predictable
- linear
- optimized logic
- as few layers as possible between your idea and the bytecode
Don’t drown yourself in unnecessary frameworks. Don’t use React-tier nonsense. Write what you understand, and optimize as you go. Your goal is clean bytecode, not “my architecture looks senior-qualified.”
If you want to understand efficiency, you MUST understand what your Luau turns into. Here’s my bytecode tutorial:
Also: avoid the “single script architecture” and avoid fragmentation for no reason. Luau has no linker - don’t spam ModuleScripts unless they serve a clear purpose.