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 = ;
// ^^^^^ ^^^^
// Mutable Immutable
world..for_each
Internals
// 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 occours 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.