entitysysd ~master
Entity/Component System engine
To use this package, run the following command in your project's root directory:
Manual usage
Put the following dependency into your project's dependences section:
EntitySysD
Component/Entity System engine written in D. More information may be found on this CES wiki.
To quote it:
*Component/Entity Systems are an architectural pattern used mostly in game
development. A CES follows the Composition over Inheritance principle to allow for greater flexibility when defining entities (anything that's part of a game's scene: enemies, doors, bullets) by building out of individual parts that can be mixed-and-matched. This eliminates the ambiguity problems of long inheritance chains and promotes clean design. However, CES systems do incur a small cost to performance.*
Nevertheless, we have room to organize components in a cache-friendly manner.
Usage
Building
This project uses the DUB build system (check here).
To build the EntitySysD library, simply run in the top-level directory
dub
To build and run all the unit-tests:
dub test
To generate the documentation, see doc/README.md.
API documentation
The complete reference API is there (generated with ddox):
Entities
The Entity
structure is a simple wrapper around a 64-bit unique id.
Creation of an entity:
import entitysysd;
auto ecs = new EntitySysD;
auto entity = ecs.entities.create();
Destruction:
entity.destroy();
Components
Register a component
to an entity (the struct is tagged by the @component
attribute):
@component struct Position
{
float x, y;
}
auto componentPtr = entity.register!Position(2.0, 3.0);
...
// accessor
entity.component!Position.y += 1.0;
Browsing
Browsing through all valid entities:
foreach (entity; ecs.entities)
{
//do stuff
}
Browsing through the instances of a type of component:
foreach (componentPtr; ecs.entities.components!Position)
{
//do stuff
}
Browsing through entities with a certain set of components:
foreach (entity; ecs.entities.entitiesWith!(Position, Renderable))
{
//do stuff
}
foreach (entity, pos, render; ecs.entities.entitiesWith!(Position, Renderable))
{
// pos is equivalent to entity.component!Position
// render is equivalent to entity.component!Renderable
}
Browsing through the components of an entity.
ecs.entities.accessor!Position = (e, p) { write("Entity:%s Xpos=%f", entity.toString(), p.x); };
auto entity = ecs.entities.create();
entity.register!Position(2.0, 3.0);
entity.iterate(); // call accessor delegates of the components registered to entity
Systems
Create a class inheriting from the System
interface, registering it to the
system manager and running it:
class RenderSystem : System
{
override void run(EntityManager entities, EventManager events, Duration dt)
{
// render renderable entities
}
}
...
ecs.systems.register(new RenderSystem);
...
ecs.systems.run(dur!"msecs"(16));
Events
Subscribing to an event (tagged by the @event
attribute)
@event struct MyEvent
{
int data;
}
class TestReceiver : Receiver!MyEvent
{
string str;
void receive(MyEvent event)
{
str ~= event.data.toString;
}
}
auto evtManager = new EventManager;
evtManager.subscribe!MyEvent(new TestReceiver);
Sending events:
auto e = MyEvent(43);
evtManager.emit(e);
evtManager.emit!MyEvent(42);
Thread-safety
EntitySysD API is NOT (and will not be) thread-safe. Events will never be natively sent accross threads. If the user wants to use EntitySysD in a multi-threaded process, he will have to do its own resource synchronization on top of it. Thread-safety adds too much complexity. And from a software architecture point of view, it makes more sense to manage resource synchronization at the highest level. EntitySysD is just a library.
Contributors
Credits
This engine is based on a D port inspired on EntityX in C++ of Alec Thomas. It's been simplified a lot (using D specific features, removing component handles, etc)):
https://github.com/alecthomas/entityx/
There are many other CES engines in D out there.
Star-Entity is very similar to EntitySysD (it is also based upon EntityX) and I actually came across it after the start of EntitySysD development (had I known about it earlier, and maybe EntitySysD would not have existed at all):
https://github.com/misu-pwnu/star-entity
Nitro design is based on statically built systems and components managers. There seems to be more thoughts towards cache-efficiency.
https://github.com/Zoadian/nitro
Licence
EntitySysD is released under the Lesser-GPL v3 licence. See COPYING.txt and COPYING.LESSER.txt for more information.
History
v2.4.x
Changes:
ISystem
interface deprecated. Methods added toSystem
abstract class (potentilly an API breaking change, but very unlikely in practise).- Allow to register systems in a certain ordering (absolute or relative to an already registered system).
Add:
- Statistics added: module
stat
.
v2.0.x
Change:
System
interface is renamed toISystem
and becomes an abstract class.- API break: with
std.meta
andhasUDA
. It cannot be compiled anymore with DMD compiler with a version below 2.068.0.
Add:
ISystem
declares 2 new methods:prepare
andunprepare
.System
abstract class implements empty body forprepare
,run
andunprepare
.SystemManager.runFull
callsprepare
,run
andunprepare
.
To convert 1.x.x user application to 2.0.0, prefix all your System.run
methods with override
, and upgrade your DMD compiler to a version
>= 2.068.0.
v1.x.x
The 1st release puts down the base of EntitySysD API.
It uses exceptions (removed all the assert's)
It uses UDA's to tag components and events to ensure the correctness of the usage of library at compile time.
No benchmarking has been performed. The cache-friendly memory management is dependant of the application use, and cannot yet be customized for specific needs at the moment. So the current implementation is pretty naive and could totally miss the point of being cache-friendly. User experience will tell. So further enhancements may be programmed.
It has been tested on GNU-Linux environment using DMD64 D Compiler v2.068.x and v2.069.x.
- Registered by Claude Merle
- ~master released 7 years ago
- claudemr/entitysysd
- github.com/claudemr/entitysysd
- LGPL3
- Copyright © 2015-2018, Claude Merle
- Authors:
- Dependencies:
- none
- Versions:
-
2.6.2 2017-Sep-27 2.6.1 2017-Jun-12 2.6.0 2016-Oct-19 2.5.0 2016-Jun-16 2.4.1 2016-Apr-25 - Download Stats:
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- Short URL:
- entitysysd.dub.pm