#ecs #entity #component #game

kudo

A minimalist Entity Component System. (Work in Progress)

4 releases (breaking)

0.4.0 Oct 24, 2020
0.3.0 Oct 24, 2020
0.2.0 Oct 16, 2020
0.1.0 Oct 15, 2020

#414 in Game dev

Zlib license

48KB
918 lines

👏 kudo

Documentation Crates.io License: Zlib

WORK IN PROGRESS

An Entity Component System for Rust. Fast, easy, and predictable.

  • No unsafe
  • No dependencies
  • Fewer than 1k lines of code (so far)
struct Health(f32);
struct Name(String);
struct CreepySnakeHair(u32);

let mut world = World::new();

// Create entities with components.
world.spawn((Name("Perseus".to_string()), Health(50.)));
world.spawn((
    Name("Medusa".to_string()),
    Health(100.),
    CreepySnakeHair(300),
));

// Find every entity with a `Name` and a `Health` component.
let mut query = world.query::<(&Name, &Health)>().unwrap();

// Iterate through all entities with those components.
for (name, health) in query.iter() {
    println!("{}'s health is: {:?}", name.0, health.0);
}

Kudo was inspired by the library hecs. If you need a more feature-rich ECS, give hecs a try!

No runtime deps