Module crayon::ecs
[−]
[src]
The entity component system with a data-orinted designs.
Entity Component System (ECS)
ECS is an architectural pattern that is widely used in game development. It follows the Composition over Inheritance principle that allows greater flexibility in defining entities where every object in a game's scene in an entity.
Entity
Entity
is one of the most fundamental terms in this system. Its basicly some kind
of unique identifier to the in-game object. Every Entity
consists of one or more
Component
s, which define the internal data and how it interacts with the world.
Its also common that abstracts Entity
as container of components, buts with UID
approach, we could save the state externaly, users could transfer Entity
easily
without considering the data-ownerships. The real data storage can be shuffled around
in memory as needed.
Data Orinted Design
Data-oriented design is a program optimization approach motivated by cache coherency. The approach is to focus on the data layout, separating and sorting fields according to when they are needed, and to think about transformations of data.
Due to the composition nature of ECS, its highly compatible with DOD. But benefits
doesn't comes for free, there are some memory/performance tradeoff generally. We
addressed some data storage approaches in ecs::component
, users could make their
own decision based on different purposes.
Reexports
pub use self::component::Component; |
pub use self::component::ComponentArena; |
pub use self::component::HashMapArena; |
pub use self::component::VecArena; |
pub use self::world::World; |
pub use self::world::Arena; |
pub use self::world::ArenaMut; |
Modules
component |
Abstract |
world |
The |
Type Definitions
Entity |
|