#gamedev #ecs

froggy

Froggy is a prototype for the Component Graph System programming model. It aims to combine the convenience of composition-style Object-Oriented Programming with the performance close to Entity-Component Systems

9 unstable releases (3 breaking)

0.4.4 Oct 25, 2017
0.4.2 Oct 25, 2017
0.4.1 Sep 11, 2017
0.4.0 Aug 28, 2017
0.1.1 Feb 13, 2017

#266 in Data structures

Download history 93/week @ 2019-06-27 49/week @ 2019-07-04 22/week @ 2019-07-11 28/week @ 2019-07-18 16/week @ 2019-07-25 12/week @ 2019-08-01 18/week @ 2019-08-08 13/week @ 2019-08-15 74/week @ 2019-08-22 25/week @ 2019-08-29 56/week @ 2019-09-05 16/week @ 2019-09-12 94/week @ 2019-09-19 22/week @ 2019-09-26 34/week @ 2019-10-03

221 downloads per month
Used in 2 crates

MIT/Apache

31KB
596 lines

froggy

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Froggy is a prototype for Component Graph System. Froggy is not an ECS (it could as well be named "finecs" but then it would have "ecs" in the name... yikes)! Give it a try if:

  • you are open to new paradigms and programming models
  • you are tired of being forced to think in terms of ECS
  • you like simple composable things

Check ecs_bench for performance comparisons with actual ECS systems.

Example

extern crate froggy;

fn main() {
    let mut positions = froggy::Storage::new();
    // create entities
    let entities = vec![
        positions.create(1u8), positions.create(4u8), positions.create(9u8)
    ];
    // update positions
    for e in &entities {
        positions[e] += 1;
    }
}

License

Licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~45KB