Building Leyborn’s World: ECS Tick System


What We Did

We implemented an ECS tick system that drives simulation time in a consistent, deterministic loop. The system:

  • Accumulates deltaTime
  • Fires TickEvent entities at fixed intervals
  • Caps the number of ticks per frame to prevent spirals

This system powers all region-level simulation: from tile state changes to AI logic and resource growth. It keeps Leyborn’s world ticking forward like clockwork—independent of frame rate.

Why It Matters

It’s the heartbeat of the game. Every system that runs on a per-tick basis (terrain growth, NPC movement, weather simulation, etc.) plugs into this. Making it performant and jobified from day one ensures we can scale without tripping over our own systems later.

Next Up

With the tick loop solid, we’re moving on to citizen systems.