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A tiny bevy-like archetype-style ECS library for dotnet

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TinyEcs

NuGet Version

TinyEcs: a reflection-free dotnet ECS library, born to meet your needs.

Key Features

  • Fast
  • Reflection-free design
  • NativeAOT & bflat support
  • Zero runtime allocations
  • Compatible with major game engines/frameworks: Unity, Godot, Monogame, FNA, Raylib-cs, etc.
  • Relationships support
  • Bevy systems concept

Requirements

  • netstandard2.1
  • net8.0

Status

🚧 Early development stage: Expect breaking changes! 🚧

Run the pepe game!

cd samples/TinyEcsGame
dotnet run -c Release

Basic Samples

using var ecs = new World();

// Generate entities
var player = ecs.Entity()
    .Set<Position>(new Position { X = 2 })
    .Set<Label>(new Label { Value = "Tom" })
    .Add<Player>();

var npc = ecs.Entity()
    .Set<Position>(new Position { X = 75 })
    .Set<Label>(new Label { Value = "Dan" })
    .Add<Npc>();

// Query entities with Position + Label components
ecs.Query<(Position, Label)>()
    .Each((EntityView entity, ref Position pos, ref Label label) => {
        Console.WriteLine(label.Value);
    });

// Multi-threaded query for entities with Position + Label + Player, without Npc.
ecs.Query<(Position, Label), (With<Player>, Without<Npc>)>()
    .EachJob((ref Position pos, ref Label label) => {
        Console.WriteLine(label.Value);
    });

// Component structs
struct Position { public float X, Y, Z; }
struct Label { public string Value; }
struct Player { }
struct Npc { }

Bevy Systems

Organize your application using the "Bevy systems" concept.

using var ecs = new World();
var scheduler = new Scheduler(ecs);

scheduler.AddSystem((World world) => {
    // Spawn entities
}, SystemStages.Startup);

scheduler.AddSystem((Query<(Position, Velocity), Without<Npc>> query) => {
    foreach ((var entities, var posSpan, var velSpan) in query.Iter<Position, Velocity>() {
        // parse all spans
    }
});

scheduler.AddPlugin<MyPlugin>();

scheduler.AddSystem((Res<string> myText) => Console.WriteLine(myText.Value))
    .RunIf((SchedulerState schedState) => schedState.ResourceExists<string>());
scheduler.AddResource("My text");

// Run all systems once
scheduler.Run();


struct MyPlugin : IPlugin
{
    public void Build(Scheduler scheduler)
    {
        scheduler.AddSystem((World world, Local<int> i32) => {
            // Do something
        });

        scheduler.AddSystem((EventWriter<MyEvent> writer) => {
            // Write events
        });

        scheduler.AddSystem((EventReader<MyEvent> reader) => {
            // Read events
        });

        scheduler.AddEvent<MyEvent>();
    }

    struct MyEvent { }
}

More Functionalities

Access entity data, deferred operations, raw queries, and multithreading.

// Entity data access
ref var pos = ref entity.Get<Position>();
bool hasPos = entity.Has<Position>();
entity.Unset<Position>();

// Deferred operations
world.Deferred(w => {
    // Operations
});
world.BeginDeferred();
// Operations
world.EndDeferred();

// Raw queries
var query = world.Query<(Position, Velocity), Without<Npc>>();
foreach (var archetype in query) {
    foreach (ref var chunk in archetype) {
        // Operations
    }
}
foreach ((var entities, var posSpan, var velSpan) in query.Iter<Position, Velocity>() {
    // Operations
}
query.Each((ref Position pos, ref Velocity vel) => {
    // Operations
});
query.EachJob((ref Position pos, ref Velocity vel) => {
    // Operations
});

Unique/Named entities

// Get or create an entity named 'Khun' 🐶
var dog = ecs.Entity("Khun")
    .Add<Bau>();
// Retrive already-registered components using their names
// [Might not work on NativeAOT!]
var entity = ecs.Entity<Apples>();
var applesComponent = ecs.Entity("Apples");

struct Apples { public int Amount; }

Relationships

var woodenChest = ecs.Entity()
    .Set<Container>();

var sword = ecs.Entity()
    .Add<Weapon>()
    .Set<Damage>(new Damage { Min = 5, Max = 15 })
    .Set<Amount>(new Amount { Value = 1 });

// This will create a relationship like (Contents, sword)
woodenChest.Set<Contents>(sword);

// Grab all relationships of type (Contents, *)
ecs.Query<ValueTuple, With<(Contents, Wildcard)>>().Each((EntityView entity) =>
    Console.WriteLine($"I'm {entity.ID} and I'm a child of the wooden chest!"));

Add same component multiple times

Relations open the scenario to assign the same component more than a single time

var player = ecs.Entity();
player.Set<BeginPoint, Position>(new Position() { Value = Vector3.Zero; });
player.Set<EndPoint, Position>(new Position() { Value = { X = 10, Y = 35, Z = 0 }; });

// Will retrive the begin position {0, 0, 0}
ref var beginPos = ref player.Get<BeginPoint, Poisition>();

// Will retrive the end position {10, 35, 0}
ref var endPos = ref player.Get<EndPoint, Poisition>();

// Queries for begin & end positions!
// Notice that relationships are rappresented by a Tuple(A, B)
ecs.Query<(Pair<BeginPoint, Position>, Pair<EndPoint, Position>)>()
    .Each((ref Pair<BeginPoint, Position> begin, ref Pair<EndPoint, Position> end) => {
    // ...
});

struct Position { public Vector3 Value; }
struct BeginPoint { }
struct EndPoint { }

Assign entities to entities

var bob = ecs.Entity("Bob");
var likes = ecs.Entity("Likes");
var pasta = ecs.Entity("Pasta");

bob.Add(likes, pasta);

ChildOf

Use the pre-build ChildOf relationship. This tag is marked as 'Unique' which means cannot exists more than one (ChildOf, *) relation attached to the child entity. The parent.AddChild(child) function it's a shortcut of child.Set<ChildOf>(parent);

var parent0 = ecs.Entity();
var parent1 = ecs.Entity();
var child = ecs.Entity();

// Attach (ChildOf, parent0) to child
parent0.AddChild(child);

// Detach any (ChildOf, *) from child
// and attach (ChildOf, parent1) to child
parent1.AddChild(child);

Symmetric

Symmetric is a pre-build relationship which assign the relation to the target too: A.Set(Rel, B) <=> B.Set(Rel, A)

// Set the tag as symmetric
ecs.Entity<TradingWith>().Set<Symmetric>();

var playerA = ecs.Entity("Player A");
var playerB = ecs.Entity("Player B");

playerA.Add<TradingWith>(playerB);

// Both returns 'True'
var resultA = playerA.Has<TradingWith>(playerB);
var resultB = playerB.Has<TradingWith>(playerA);

struct TradingWith { }

Bechmarks

Credits

Inspired by:

Cool Design Reference

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