freecs
freecs is a zero-abstraction ECS library for Rust, designed for high performance and simplicity. 🚀
It provides an archetypal table-based storage system for components, allowing for fast queries,
fast system iteration, and parallel processing.
A macro is used to define the world and its components, and generates
the entity component system as part of your source code at compile time. The generated code
contains only plain data structures (no methods) and free functions that transform them, achieving static dispatch.
The internal implementation is ~500 loc (aside from tests, comments, and example code),
and does not use object orientation, generics, traits, or dynamic dispatch.
Key Features
- Table-based Storage: Entities with the same components are stored together in memory
- Raw Access: Functions work directly on the underlying vectors of components
- Parallel Processing: Built-in support for processing tables in parallel with rayon
- Simple Queries: Find entities by their components using bit masks
- Zero Overhead: No dynamic dispatch, traits, or runtime abstractions
- Data Oriented: Focus on cache coherence and performance
Quick Start
Add this to your Cargo.toml:
[dependencies]
freecs = "0.2.25"
serde = { version = "1.0", features = ["derive"] }
rayon = "1.10.0"
And in main.rs:
use freecs::{has_components, ecs};
use rayon::prelude::*;
ecs! {
World {
position: Position => POSITION,
velocity: Velocity => VELOCITY,
health: Health => HEALTH,
}
Resources {
delta_time: f32
}
}
pub fn main() {
let mut world = World::default();
world.resources.delta_time = 0.016;
let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
println!(
"Spawned {} with position and velocity",
query_entities(&world, ALL).len(),
);
let position = get_component::<Position>(&world, entity, POSITION);
println!("Position: {:?}", position);
if let Some(position) = get_component_mut::<Position>(&mut world, entity, POSITION) {
position.x += 1.0;
}
println!(
"Component mask before adding health component: {:b}",
component_mask(&world, entity).unwrap()
);
add_components(&mut world, entity, HEALTH);
println!(
"Component mask after adding health component: {:b}",
component_mask(&world, entity).unwrap()
);
let players = query_entities(&world, POSITION | VELOCITY | HEALTH);
println!("Player entities: {players:?}");
let first_player_entity = query_first_entity(&world, POSITION | VELOCITY | HEALTH);
println!("First player entity : {first_player_entity:?}");
remove_components(&mut world, entity, HEALTH);
systems::run_systems(&mut world, 0.01);
despawn_entities(&mut world, &[entity]);
}
use components::*;
mod components {
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Position {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Velocity {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Health {
pub value: f32,
}
}
mod systems {
use super::*;
pub fn run_systems(world: &mut World) {
let delta_time = world.resources.delta_time;
world.tables.par_iter_mut().for_each(|table| {
if has_components!(table, POSITION | VELOCITY | HEALTH) {
update_positions_system(&mut table.position, &table.velocity, delta_time);
}
if has_components!(table, HEALTH) {
health_system(&mut table.health);
}
});
}
#[inline]
pub fn update_positions_system(positions: &mut [Position], velocities: &[Velocity], dt: f32) {
positions
.par_iter_mut()
.zip(velocities.par_iter())
.for_each(|(pos, vel)| {
pos.x += vel.x * dt;
pos.y += vel.y * dt;
});
}
#[inline]
pub fn health_system(health: &mut [Health]) {
health.par_iter_mut().for_each(|health| {
health.value *= 0.98; });
}
}
Examples
Run the examples with:
cargo run -r --example cubes
License
This project is licensed under the MIT License - see the LICENSE file for details.