11 releases
0.2.2 | May 1, 2024 |
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0.2.1 | May 1, 2024 |
0.1.7 | Apr 30, 2024 |
#651 in Game dev
374 downloads per month
13KB
Nate-Engine
Description
Nate-Engine is a proof of concept project I'm working on when I'm bored. The main concept is that Nate-Engine is a game engine backed by the entity component system (ECS) model. I'm probably going to use it to make a few tui games or something but I'd highly recommend against anyone else using as it is purely a test and most real projects should probably use something like bevy.
Goal
The main goal of the project is to make the ECS system be created incredibly easily via a few macros as follows:
Components
The components macro should make it easy to define the list of components to be used in a project. It might also be useful to have items that are singular and not duplicated for every entity. Probably something like as follows:
#[world(singular=[canvas])]
pub struct World {
position: (f32, f32),
player_velocity: (f32, f32),
object_velocity: (f32, f32),
sprite: Sprite,
canvas: [[bool; 10]; 10],
}
Which translates into:
pub struct World {
entities: Arc<RwLock<Vec<u32>>>,
pub canvas: Arc<RwLock<Option<[[bool; 10]; 10]>>>,
pub position: Arc<RwLock<Vec<Option<(f32, f32)>>>>,
pub player_velocity: Arc<RwLock<Vec<Option<(f32, f32)>>>>,
pub object_velocity: Arc<RwLock<Vec<Option<(f32, f32)>>>>,
pub sprite: Arc<RwLock<Vec<Option<Sprite>>>>,
}
Systems
For systems, I'd like to make it such that the iterator + filter is auto generated so that in the proc-macro all the user has to specify is what fields should be present, plus an optional filter parameter. For example:
#[system(world=DinosaurWorld, read=[object_velocity], write=position)]
fn position_update_system() {
*position = (position.0 + object_velocity.0, position.1 + object_velocity.1);
}
Which would expand to:
fn position_update_system(world: Arc<DinosaurWorld>) {
let object_velocity = world.object_velocity.read().unwrap();
let mut position = world.positions.write().unwrap();
for (object_velocity, position) in object_velocity.iter().zip(position.iter_mut()).filter(|v| v.0.is_some() && v.1.is_some()) {
let object_velocity = object_velocity.as_ref().unwrap();
let mut position = position.as_mut().unwrap();
position = (position.0 + object_velocity.0, position.1 + object_velocity.1);
}
}
It would also likely be useful to add some sort of filter to allow users to filter not-only that some component exists, but also that the component has some value. For example take the following situation:
#[world]
pub struct World {
position: (u32, u32),
damage_zone: (u32, u32),
health: u32,
}
#[system(
world=World,
write=[health],
read=[position, damage_zone],
filter="position == damage_zone"
)]
fn position_damage_system() {
health -= 1;
}
Which expands to:
pub struct World {
entities: Arc<RwLock<Vec<u32>>>,
positions: Arc<RwLock<Vec<Option<(u32, u32)>>>>,
damage_zones: Arc<RwLock<Vec<Option<(u32, u32)>>>>,
healths: Arc<RwLock<Vec<Option<u32>>>>,
}
fn position_damage_system(world: Arc<World>) {
let positions = world.positions.read().unwrap();
let damage_zones = world.damage_zones.read().unwrap();
let mut healths = world.healths.write().unwrap();
for ((_position, _damage_zone), health) in positions.iter().zip(damage_zones.iter()).zip(healths.iter_mut()).filter(|v| v.0.0.is_some() && v.0.1.is_some() && v.1.is_some() && v.0.0 == v.0.1) {
*health -= 1
}
}
It is also possible to refer to singular components in systems by using _read and _write as their identifiers. For example:
#[system(world=World, _read=[canvas], _write=[exit])]
fn read_canvas_and_exit() {
...
}
Would allows the user to access canvas (through reading) and write to exit
Projects
Below is a list of projects using the game engine.
- td-tui: A terminal-based tower defense minigame.
Dependencies
~1.8–9MB
~90K SLoC