#ecs #game #component #system #entity #position #focusing


An Entity Component System in Rust focusing on speed and user-friendliness

6 releases

Uses old Rust 2015

0.2.3 Feb 11, 2015
0.2.2 Feb 11, 2015
0.2.1 Jan 23, 2015
0.1.3 Dec 27, 2014

#1977 in Game dev

40 downloads per month

MIT license

125 lines


Eccles is a simple implementation of an Entity Component System in Rust, inspired by rust_ecs and ecs-rs. It uses macros to make the component list fast and easy to access.

The macro

You use the world! macro to construct a world to put entities, components and systems on. Its syntax is:

    name: (The name of the world),
    components: {
        (list name for using as a field on the world) => (component type),
        positions => Position
    processors: {
        (processor name for using as a field on the world) => (processor type with Default impl) for [(list names to give to the processors)],
        render => Render for [sprite, pos]