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ECS Aim System + Camera Data Pipeline (Strafe Mode Fixed) — 3D Engine From Scratch | Ep. 11

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In this episode, we connect the camera to the character the correct ECS way.

We introduce an Aim component, build a clean camera-to-player data pipeline, and make strafe mode face the camera direction — without tightly coupling systems.

No hacks. No cross-system reach-ins.
Everything flows through components.

You’ll learn:

• How to design an Aim component
• How to create a Camera Basis system
• How to separate movement direction from facing direction
• How to build a proper ECS data pipeline
• How to implement camera-relative movement
• How to support Face-Move and Strafe modes cleanly

This is how real engine architecture works.

By the end of this episode:
✔ Camera writes yaw data
✔ Player reads movement basis
✔ Strafe mode faces camera direction
✔ Face-Move mode faces movement direction
✔ Systems remain fully decoupled

This is scalable ECS architecture — the foundation for aiming systems, lock-on mechanics, and combat later.

We are no longer building a demo.
We’re building a real 3D engine from scratch.

If this series helps you understand game engine architecture, consider subscribing.
Next episode: controller polish — step offsets, slope handling, and wall sliding improvements.

I’m AgentRuss. See you in the next one. 🚀
#threejs #gamedev #javascript #ecs #gameengine #tutorial

Видео ECS Aim System + Camera Data Pipeline (Strafe Mode Fixed) — 3D Engine From Scratch | Ep. 11 канала AgentRuss
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