shipyard 0.3.0

Entity Component System
Documentation

Shipyard

Shipyard is an Entity Component System focused on usability and speed.

LICENSE LICENSE Crates.io Documentation User's Guide Demo Chat

While usable it is far from finished, there's a lot of planned features, nearly all being backward compatible additions.

Most discussions about current and future features happen on zulip, feel free to join to follow the development or ask any question.

If you are new here, the user guide is a great place to learn all about Shipyard!

Simple Example

use shipyard::prelude::*;

struct Health(f32);
struct Position { x: f32, y: f32 }

#[system(InAcid)]
fn run(pos: &Position, mut health: &mut Health) {
    (&pos, &mut health).iter()
        .filter(|(pos, _)| is_in_acid(pos))
        .for_each(|(pos, mut health)| {
            health.0 -= 1.0;
        });
}

fn is_in_acid(pos: &Position) -> bool {
    // it's wet season
    true
}

let world = World::new();

{
    let (mut entities, mut positions, mut healths) =
        world.borrow::<(EntitiesMut, &mut Position, &mut Health)>();
   
    entities.add_entity(
        (&mut positions, &mut healths),
        (Position { x: 0.0, y: 0.0 },
        Health(1000.0))
    );
}

world.run_system::<InAcid>();

Past, Present and Future

I initially started to make an ECS to learn how it works. After a failed attempt and learning a lot from it and other ECS out there I started to work on Shipyard.

Specs was already well established as the go-to Rust ECS but I thought I could do better and went with EnTT core data-structure: sparse sets.

It turned out to be extremely flexible and is still the core of Shipyard. You can pay for what you want: iteration speed, memory, ease of use,...

And it allowed amazing features:

  • No component boilerplate
  • Very simple systems
  • Powerful inner and outer system parallelism
  • Ability to add/remove components while adding/removing entities
  • Chunk iteration
  • And a lot more!

Today I wouldn't say Shipyard is better or worse than Specs, it's just different. I'm really happy with it and the future looks very promising, especially:

Features

  • parallel (default) — adds parallel iterators and dispatch
  • proc (default) — adds system proc macro
  • serde — adds (de)serialization support with serde
  • non_send — add methods and types required to work with !Send components
  • non_sync — add methods and types required to work with !Sync components
  • std (default) — let shipyard use the standard library

Unsafe

This crate uses unsafe both because sometimes there's no way around it, and for performance gain.
Releases should have all invocation of unsafe explained.
If you find places where a safe alternative is possible without repercussion (small ones are sometimes acceptable) feel free to open an issue or a PR.

License

Licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.