3 releases
Uses old Rust 2015
0.0.3 | Apr 9, 2016 |
---|---|
0.0.2 | Apr 4, 2016 |
0.0.1 | Apr 3, 2016 |
#1487 in Game dev
31KB
684 lines
TinyECS
Another Entity-Component-System, written in Rust.
Usage
Usage
Add the following to the Cargo.toml in your project:
[dependencies]
tinyecs = "*"
# features = ["prof"] <- for monitoring each system performance, but working only on nightly rust
and import using:
extern crate tinyecs;
use tinyecs::*;
Why another ecs?
- mutliple mutable components access
- no boilerplate for entity and systems creation/accessing
- no restrictions on component content - non-copyable non-clonable structs is OK
- entity creation possible almost everywhere
- data aspects - possibility to view some additional entities while processing
Overview:
-
Entity is set of components identified by unique ID.
-
Component is struct with data.
-
System is behaviour working with components.
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components:
struct Position {
x : i32,
y : i32,
z : i32
}
impl Component for Position {}
Entities:
let mut entity_manager = world.entity_manager();
let entity = entity_manager.create_entity();
entity.add_component(Position {x : 0, y : 0, z : 0});
entity.add_component(Velocity {x : 1});
entity.refresh();
Systems:
process_entities!((MoveSystem): |pos: Position, vel: Velocity| => {
pos.x += vel.x;
println!("Moving! position: {}, velocity: {}", pos.x, vel.x);
});
Or without macroses:
pub struct MoverSystem;
impl System for MoverSystem {
fn aspect(&self) -> Aspect {
aspect_all![Position, Velocity]
}
fn process_one(&mut self, entity : &mut Entity) {
let mut pos = entity.get_component::<Position>();
let vel = entity.get_component::<Velocity>(); // no problems with multiple mutable components
pos.pos.x += vel.x;
}
}
More features, described only in /examples atm:
- Aspects
- Entity creation from system's process
- Data aspects - for additional kind of entities in process
- Different process styles
Dependencies
~0.6–1MB
~15K SLoC