Cross-Engine Design Patterns A reference for implementing common game patterns across different engines. Use this when deciding on architecture or translating patterns between engines. Entity-Component-System (ECS) How game objects are structured varies by engine: | Engine | Model | Entity | Component | System | |--------|-------|--------|-----------|--------| | Unity | Component-Based | GameObject | MonoBehaviour | Manager scripts or DOTS Systems | | Unreal | Actor-Component | AActor | UActorComponent | Tick functions or Subsystems | | Godot | Node Tree | Node | Child Nodes | process/ physic…