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jecs

Use when building ECS-based games in Roblox with roblox-ts using jecs for entities, components, queries, and relationships

personAuthor: jakexiaohubgithub

Based on jecs v0.9.0, generated 2026-01-29

High-performance Entity Component System for Luau/roblox-ts. Features entity relationships, archetype storage, 800k entities at 60fps.

Core References

| Topic | Description | Reference | | ---------------- | ------------------------------------------------------ | ------------------------------------------ | | World & Entities | World creation, entities, components, tags, singletons | core-basics | | Queries | Query system, filters (with/without), caching | core-queries |

Features

| Topic | Description | Reference | | --------------------- | ------------------------------------------------------ | -------------------------------------------------------------- | | Pairs & Relationships | Entity pairs, ChildOf, wildcards, relationship queries | feature-pairs | | Component Hooks | OnAdd, OnChange, OnRemove lifecycle hooks | feature-hooks | | Signals | Multiple listeners with added/changed/removed signals | feature-signals | | Cleanup Traits | OnDelete, OnDeleteTarget, cascade deletion policies | feature-cleanup-traits |

Best Practices

| Topic | Description | Reference | | --------------- | ------------------------------------------------- | ------------------------------------------------------------------------------ | | Archetypes | Archetype storage, transitions, fragmentation | best-practices-archetypes | | Change Tracking | Delta detection, dirty flags, networking patterns | best-practices-change-tracking |

Advanced

| Topic | Description | Reference | | ------------ | ------------------------------------------- | ------------------------------------------ | | Advanced API | Preregistration, bulk ops, TypeScript types | advanced-api |