tinyecs 0.0.3

Tiny entity component system
Documentation

TinyECS

Build Status

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.

  • 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

Online documentation