valhalla_ecs 0.0.3-alpha
A simple, easy-to-use yet robust ecs lib in D
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:
Valhalla ECS - VECS
An Entity Component System library written in D.
Brief
An entity component system is a pattern used mostly in gamedev. The objective is
to classify everything in a game as an Entity
. Components
are just data
structures used to give so sort of meaning to the generated entities. Some
common examples are: Position
, Velocity
, Sprite
. All these components can
be associated to an entity. An entity can be rendered if has Position
and
Sprite
, etc. Components can be almost anything! A System
gives functionality
to entities. Some common examples are: Render
, Collision
, Movement
.
This project aims to create an easy-to-use yet robust and fast ECS library. It's inspired by the Entt C++ lib which revolutioned the ECS model using Sparsed-Sets as storage for components and entities, Hecs Rust lib and Bevy Rust engine, (which uses hecs) for their user-friendly approach.
Code Example
import vecs;
struct Position
{
float x = 0.0f;
float y = 0.0f;
}
struct Velocity
{
float x = 0.0f;
float y = 0.0f;
}
struct Grounder {}
struct Crawler {}
// loops through all (Position, Velocity) components
void systemA(Query!(Tuple!(Position, Velocity)) query)
{
foreach(pos, vel; query)
{
*pos.x += *vel.x
*pos.y += *vel.y
}
}
// loops through all (Position, Velocity) components and entities with (Grounder)
void systemB(Query!(Tuple!(Entity,Position,Velocity), With!Grounder) query)
{
foreach(e, pos, vel; query)
{
*pos.x += *vel.x
*pos.y += *vel.y
}
}
// loops through all (Position, Velocity) components of entities with (Grounder) and without (Crawler)
void systemC(Query!(Tuple!(Position,Velocity), Tuple!(With!Grounder, Without!Crawler)) query)
{
...
}
void main()
{
auto em = new EntityManager();
em.entityBuilder()
.gen!Position
.gen!(Position, Velocity, Grounder)
.gen(Position(3.0f, 6.0f))
.gen(Velocity(2.0f, 1.0f), Position(3.0f, 6.0f), Grounder.init, Crawler.init);
systemA(em.query!(Tuple!(Position,Velocity)));
systemB(em.query!(Tuple!(Entity, Position,Velocity), With!Grounder));
systemC(em.query!(Tuple!(Position,Velocity), Tuple!(With!Grounder, Without!Crawler)));
}
Almost anything can be a component
import vecs;
struct Foo {}
void main()
{
auto em = new EntityManager();
em.gen(1, 43f, Foo.init);
em.gen(1, true, "entity");
em.gen(false, Foo.init, 123);
}
Future features:
- Groups (similar to Entt)
- Further optimize Query
- Full nogc support
- Optimize entity generation
- System support within EntityManager (similar to Bevy/Hecs)
- Events/Signals
- Fast access to some Storage methods with Query (like
remove
)
License:
Licensed under:
Contribution:
If you are interested in project and want to improve it, creating issues and pull requests are highly appretiated!
- Registered by João Lourenço
- 0.0.3-alpha released 3 years ago
- ValhallaLib/valhalla_ecs
- MIT
- Dependencies:
- none
- Versions:
-
0.1.0 2021-Sep-19 0.0.3-alpha.4 2021-Jul-21 0.0.3-alpha.3 2021-Mar-25 0.0.3-alpha.2 2021-Mar-23 0.0.3-alpha.1 2021-Mar-20 - Download Stats:
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- Short URL:
- valhalla_ecs.dub.pm