A hybrid of the Entity-Component-System and Model-View-Controller patterns with new concepts developed specifically for games. Ents is easy to integrate into your game, is developed to be decoupled from a graphics library, and is very memory conscious compared to similar frameworks.
e.has( POSITION ); // returns true or false depending on whether the Entity has that componente.get( POSITION ); // gets the value of the component. this assumes the Entity has the component, this is the fastest method for retrieving a component valuee.gets( POSITION ); // gets the value of the component safely, returning null of the Entity doesn't have the componente.gets( POSITION, ZERO ); // gets the value of the component safely, returning ZERO (or whatever is passed in) if the component is missinge.set( POSITION, pos ); // sets the value of the component. this assumes the Entity has the component, this is the fastest method for setting a component valuee.sets( POSITION, pos ); // sets the value of the component safely, if the Entity doesn't have the component then this will have no affect and false will be returned.e.take( POSITION, out ); // sets out to the value of the component in this Entity, this assumes the Entity has the componente.takes( POSITION, out ); // safely takes the component value and sets it to out and returns out, or returns null of the component doesn't existe.add( POSITION ); // adds the given component to the Entity if it doesn't have it alreadye.add( POSITION, defaultValue ); // adds the given component to the Entity and then calls set directly afterwarde.put( POSITION, forcedValue ); // sets the component value, adding the component if it doesn't exist alreadye.grab( POSITION ); // grabs the component value, adding the component if it doesn't exist