Apply data-oriented architecture patterns when designing systems with polymorphic entities. This skill should be used PROACTIVELY when encountering switch statements or if/else chains that dispatch based on entity type, when designing new entity systems, or when refactoring toward extensibility. Provides registry-based dispatch, capability composition, and infrastructure-first development patterns. Complements solid-architecture with concrete implementation strategies.
Scanned 2/12/2026
Install via CLI
openskills install majiayu000/claude-skill-registry---
name: data-oriented-architecture
description: "Apply data-oriented architecture patterns when designing systems with polymorphic entities. This skill should be used PROACTIVELY when encountering switch statements or if/else chains that dispatch based on entity type, when designing new entity systems, or when refactoring toward extensibility. Provides registry-based dispatch, capability composition, and infrastructure-first development patterns. Complements solid-architecture with concrete implementation strategies."
---
# Data-Oriented Architecture Patterns
## When To Use This Skill
Activate this skill when:
- Encountering switch statements or if/else chains dispatching on entity/object type
- Designing systems with multiple variants of similar entities
- Refactoring code where adding new types requires changes in multiple locations
- Building plugin systems, handler registries, or factory patterns
- Noticing the "expression problem" (hard to add new types AND new operations)
## Core Principle
**Separate data from behavior, dispatch via registry.**
```
Entity = Pure Data (what it IS) + type discriminator
Definition = Bundled Behavior (what it DOES)
Registry = Type → Definition mapping (HOW to dispatch)
```
## Pattern 1: Registry-Based Polymorphism
### Problem
Switch statements scattered throughout codebase:
```
// Scattered in rendering.ts
switch (entity.type) {
case 'typeA': renderA(entity); break;
case 'typeB': renderB(entity); break;
}
// Scattered in update.ts
switch (entity.type) {
case 'typeA': updateA(entity); break;
case 'typeB': updateB(entity); break;
}
// Adding new type = edit N files
```
### Solution
Single registry bundling all type-specific behavior:
```
// definitions.ts - ONE location for all type-specific code
const DEFS: Record<EntityType, Definition> = {
typeA: { render: renderA, update: updateA, ... },
typeB: { render: renderB, update: updateB, ... },
};
// Consumers dispatch generically
DEFS[entity.type].render(entity, ctx);
DEFS[entity.type].update(entity, dt);
// Adding new type = ONE registry entry, ZERO consumer changes
```
### Implementation Checklist
1. Define base `Definition` interface with all operations
2. Create `DEFS: Record<Type, Definition>` registry
3. Export `getDef(type): Definition` helper
4. Replace all switches with `getDef(entity.type).operation()`
5. Use language features for exhaustiveness (TypeScript `Record`, Rust `match`)
## Pattern 2: Capability Composition
### Problem
Not all entities need all behaviors. Deep inheritance or marker interfaces create coupling.
### Solution
Optional capability configs with type guards:
```
interface Definition<T> {
// Required for all
create(): T;
render(): void;
// Optional capabilities - entities opt-in
collision?: CollisionConfig;
physics?: PhysicsConfig;
persistence?: PersistenceConfig;
}
// Type guard for safe access
function hasCollision(def): def is Definition & { collision: CollisionConfig } {
return def.collision !== undefined;
}
// Consumer checks capability
if (hasCollision(def)) {
collisionSystem.register(entity, def.collision);
}
```
### Benefits
- Entities opt-in to behaviors they need
- No inheritance hierarchies
- Capability presence is runtime-checkable
- Systems ignore entities without relevant capabilities
## Pattern 3: Layered Definition Interfaces
```
BaseDefinition (create, render, layer)
↓ extends
DomainDefinition (domain-specific: AI, weapons)
↓ implemented by
ConcreteDefinitions (typeA, typeB, typeC)
```
### Implementation
```
// Base - works for any domain
interface EntityDefinition<TState, TType> {
type: TType;
create(pos): TState;
update?(entity, ctx): void;
render(entity, ctx): void;
collision?: CollisionConfig;
physics?: PhysicsConfig;
}
// Domain-specific extension
interface EnemyDefinition extends EntityDefinition<EnemyState, EnemyType> {
aiStrategy: AIStrategy;
weapons: WeaponConfig[];
}
// Another domain
interface PickupDefinition extends EntityDefinition<PickupState, PickupType> {
onCollect(collector): void;
floatAnimation: AnimationConfig;
}
```
## Pattern 4: Context Objects
### Problem
Functions with many parameters, hard to extend.
### Solution
Bundle related parameters into context objects:
```
// Bad - hard to extend
function update(entity, dt, playerPos, playerVel, gravity, time) { ... }
// Good - extensible
interface UpdateContext {
dt: number;
playerPos: Vec2;
playerVel: Vec2;
// Easy to add fields without breaking signatures
}
function update(entity, ctx: UpdateContext) { ... }
```
### Context Inheritance
```
interface BaseContext { dt: number; }
interface AIContext extends BaseContext { playerPos: Vec2; threats: Entity[]; }
interface RenderContext { graphics: Graphics; screenPos: Vec2; scale: number; }
```
## Pattern 5: Infrastructure-First Development
### Order of Implementation
1. **Generic infrastructure first** (dispatcher, event bus, registry helpers)
2. **Base interfaces** (EntityDefinition, capability configs)
3. **First domain implementation** (proves the pattern)
4. **Second domain validates pattern** (confirms generality)
5. **Retrofit existing systems** (migrate incrementally)
### Rule
> If writing a switch statement on entity type, infrastructure is missing.
## Anti-Patterns To Avoid
### 1. Scattered Switches
Adding new type requires editing N files.
**Fix**: Consolidate into registry.
### 2. Deep Inheritance
`SpecialEnemy extends FlyingEnemy extends Enemy extends Entity`
**Fix**: Capability composition.
### 3. Optional Fields Instead of Capabilities
```
interface Entity {
weapon?: Weapon; // null checks everywhere
}
```
**Fix**: Separate capability with type guard.
### 4. Premature Abstraction
Creating registry for 1 type.
**Fix**: Wait for second type to validate pattern.
### 5. God Objects
Definition with 50 fields for every possible behavior.
**Fix**: Required base + optional capabilities.
## Exhaustiveness Enforcement
Use language features to ensure all types are handled:
```typescript
// TypeScript - Record requires all keys
const DEFS: Record<EntityType, Definition> = {
// Compiler error if type missing
};
// Helper for switch exhaustiveness
function assertNever(x: never): never {
throw new Error(`Unexpected: ${x}`);
}
```
## Summary Checklist
When designing entity systems:
- [ ] Entities are pure data with type discriminator field
- [ ] Definitions bundle ALL type-specific behavior
- [ ] Single registry maps type → definition
- [ ] Consumers dispatch via registry lookup (no switches)
- [ ] Capabilities are optional configs with type guards
- [ ] Context objects bundle related parameters
- [ ] Language features enforce exhaustiveness
- [ ] Adding new type = one registry entry, zero system changes
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