7 releases
0.2.5 | Jan 6, 2019 |
---|---|
0.2.4 | Oct 30, 2018 |
0.1.0 | Oct 19, 2018 |
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415KB
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Pyro
A linear Entity Component System
Benchmarks
lib.rs
:
What is an Entity Component System?
An Entity Component System or ECS is very similar to a relational database like SQL. The
World
is the data store where game objects (also known as Entity
) live. An Entity
contains data or Component
s.
The ECS can efficiently query those components.
Give me all entities that have a position and velocity component, and then update the position based on the velocity.
type PosVelQuery = (Write<Pos>, Read<Vel>);
// ^^^^^ ^^^^
// Mutable Immutable
world.matcher::<All<PosVelQuery>>().for_each(|(pos, vel)|{
pos += vel;
})
Internals
Overview
- Iteration is always linear.
- Different component combinations live in a separate storage
- Removing entities does not create holes.
- All operations are designed to be used in bulk.
- Borrow rules are enforced at runtime. See
RuntimeBorrow
Entity
is using a wrapping generational index. SeeEntity::version
// A Storage that contains `Pos`, `Vel`, `Health`.
(
[Pos1, Pos2, Pos3, .., PosN],
[Vel1, Vel2, Vel3, .., VelN],
[Health1, Health2, Health3, .., HealthN],
)
// A Storage that contains `Pos`, `Vel`.
(
[Pos1, Pos2, Pos3, .., PosM]
[Vel1, Vel2, Vel3, .., VelM]
)
Iteration is fully linear with the exception of jumping to different storages.
The iteration pattern from the query above would be
positions: [Pos1, Pos2, Pos3, .., PosN], [Pos1, Pos2, Pos3, .., PosM]
velocities: [Vel1, Vel2, Vel3, .., VelN], [Vel1, Vel2, Vel3, .., VelM]
^
Jump occurs here
The jump is something like a chain of two iterators. We look at all the storages
that match specific query. If the query would be Write<Position>
, then we would
look for all the storages that contain a position array, extract the iterators and chain them
Every combination of components will be in a separate storage. This guarantees that iteration will always be linear.
Benchmarks
Getting started
extern crate pyro;
use pyro::{ World, Entity, Read, Write, All, SoaStorage };
struct Position;
struct Velocity;
// By default creates a world backed by a [`SoaStorage`]
let mut world: World<SoaStorage> = World::new();
let add_pos_vel = (0..99).map(|_| (Position{}, Velocity{}));
// ^^^^^^^^^^^^^^^^^^^^^^^^
// A tuple of (Position, Velocity),
// Note: Order does *not* matter
// Appends 99 entities with a Position and Velocity component.
world.append_components(add_pos_vel);
// Appends a single entity
world.append_components(Some((Position{}, Velocity{})));
// Requests a mutable borrow to Position, and an immutable borrow to Velocity.
// Common queries can be reused with a typedef like this but it is not necessary.
type PosVelQuery = (Write<Position>, Read<Velocity>);
// Retrieves all entities that have a Position and Velocity component as an iterator.
world.matcher::<All<PosVelQuery>>().for_each(|(pos, vel)|{
// ...
});
// The same query as above but also retrieves the entities and collects the entities into a
// `Vec<Entity>`.
let entities: Vec<Entity> =
world.matcher_with_entities::<All<PosVelQuery>>()
.filter_map(|(entity, (pos, vel))|{
Some(entity)
}).collect();
// Removes all the entities
world.remove_entities(entities);
let count = world.matcher::<All<PosVelQuery>>().count();
assert_eq!(count, 0);
Dependencies
~3MB
~56K SLoC