> For the complete documentation index, see [llms.txt](https://chainedx.gitbook.io/chainedx-protocol/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://chainedx.gitbook.io/chainedx-protocol/9.-chainedx-and-on-chain-gaming/on-chain-gaming-ecosystem.md).

# On-Chain Gaming Ecosystem

Today’s <mark style="color:yellow;">on-chain gaming</mark> landscape can be broken down into several categories with each playing a pivotal role in advancing the growth of fully on-chain games.

<figure><img src="/files/rsKLMFLA7aMu9WTivSLE" alt=""><figcaption><p><mark style="color:yellow;"><strong>Figure 5: Landscape of Gaming</strong></mark></p></figcaption></figure>

<mark style="color:yellow;">**Infrastructure**</mark>

&#x20;Positive developments in the area of game engines have paved the way in easing the development of on-chain games. Before we dive into the innovations of some of these notable game engines, it is first important to understand the concept of Entity, Component, System (“ECS”) which is widely used in traditional as well as on-chain game development. Essentially, <mark style="color:yellow;">**ECS is a popular gaming framework that defines the interactions,**</mark> <mark style="color:yellow;">**relationships, and operational updates between game objects**</mark>. Used by major game engines such as MUD and Dojo, ECS has been effective in separating data (components) from logic (system) and this vastly improves scalability of games as content update can be done at the system level without necessitating massive contract redeployment and data loss as a result.&#x20;

<mark style="color:yellow;">**ECS Framework**</mark>&#x20;

<mark style="color:yellow;">**◆ Entity:**</mark> refers to unique identifiers / game subjects. Entities are able to add / modify or remove components dynamically through the use of Systems.

&#x20;<mark style="color:yellow;">**◆ Component:**</mark> refers to features of the game subjects.&#x20;

<mark style="color:yellow;">**◆ System:**</mark> refers to functions that are able to cause a change in the component of the entity.

<figure><img src="/files/8uPxElMHEAnNoM4MCHI3" alt=""><figcaption><p><mark style="color:yellow;"><strong>Figure 6: ECS Architecture</strong></mark></p></figcaption></figure>

The battle-tested nature of the ECS framework has garnered mainstream traction and some even came up with variations of ECS framework such as Action Registry Core (“ARC”) by Jump Crypto.


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