description: Create game logic using the OECS entity component system (C#). Use this when building a new game or game feature with OECS — defining components, systems, commands, relationships, and singletons.
---
# Writing Games with OECS
OECS is a single-threaded, observable-first ECS for C#. It targets `net8.0` (C# 12)
and depends on `MessagePack` (serialization) and `R3` (reactivity).
Before writing any code, read `docs/api-surface.md` for the full type reference
and `docs/architecture.md` for the design rationale behind the key decisions.
## Project Setup
A game is a class library referencing `OECS`:
```xml
<ProjectSdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Library</OutputType>
<RootNamespace>Game.YourGameName</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReferenceInclude="..\OECS\OECS.csproj"/>
</ItemGroup>
</Project>
```
The game DLL must also reference `OECS.SourceGen` as an analyzer so the
component registry is generated for serialization. See `Blackjack.csproj` for
the exact MSBuild incantation.
## Defining Components
Components are `public record struct` types annotated with `[MessagePackObject]`
and `[Key]` attributes. Prefer `record struct` by default — it gives you value
equality and a generated `ToString()` for free.
Use **explicit properties or fields** — not positional syntax. OECS mutates
components in-place via `ref T`, which requires settable fields/properties.
Positional record structs produce `init`-only properties that can't be mutated
through a `ref`.
```csharp
[MessagePackObject]
public record struct Card
{
[Key(0)] public Suit Suit;
[Key(1)] public Rank Rank;
}
```
- Types must be `public` — MessagePack requires public accessibility.
- Use sequential integer keys starting from 0.
- Tag components (no data) are just empty structs:
```csharp
[MessagePackObject]
public struct PlayerHand { }
```
## Relationships
Relationships are components that implement `IRelationship`. They model a
directed edge between a source entity and a target entity.
You can either use the generic `Relationship<TSelf, TTarget>` base struct or
implement `IRelationship` directly:
```csharp
// Using the base struct:
world.AddComponent(child, new Relationship<ChildOf,Parent>
{
Source = child,
Target = parent
});
// Direct implementation (preferred for domain-specific names):
[MessagePackObject]
public record struct Holds : IRelationship
{
[Key(0)] public Entity Source { get; set; }
[Key(1)] public Entity Target { get; set; }
}
```
Reverse lookup is automatic. The `World` maintains a reverse index so you can
query all sources pointing to a target:
```csharp
var cards = world.GetSources<Holds>(handEntity);
```
When an entity is destroyed, all relationships it participates in (as source or