jecs/README.md

75 lines
2.4 KiB
Markdown
Raw Permalink Normal View History

2024-05-03 12:45:11 +00:00
<p align="center">
<img src="jecs_darkmode.svg#gh-dark-mode-only" width=50%/>
<img src="jecs_lightmode.svg#gh-light-mode-only" width=50%/>
2024-05-03 12:45:11 +00:00
</p>
[![License: Apache 2.0](https://img.shields.io/badge/License-Apache-blue.svg?style=for-the-badge)](LICENSE-APACHE)
[![Wally](https://img.shields.io/github/v/tag/ukendio/jecs?&style=for-the-badge)](https://wally.run/package/ukendio/jecs)
2024-04-23 16:12:46 +00:00
2024-04-23 15:10:49 +00:00
Just an ECS
jecs is a stupidly fast Entity Component System (ECS).
2024-04-23 16:12:46 +00:00
2024-05-10 16:09:34 +00:00
- Entity Relationships as first class citizens
2024-04-23 16:12:46 +00:00
- Process tens of thousands of entities with ease every frame
2024-05-10 16:09:34 +00:00
- Type-safe [Luau](https://luau-lang.org/) API
- Zero-dependency package
2024-04-23 16:12:46 +00:00
- Optimized for column-major operations
- Cache friendly archetype/SoA storage
2024-05-10 16:09:34 +00:00
- Unit tested for stability
2024-04-23 16:12:46 +00:00
### Example
```lua
local world = World.new()
2024-04-23 16:12:46 +00:00
local player = world:entity()
local opponent = world:entity()
2024-04-23 16:12:46 +00:00
local Health = world:component()
local Position = world:component()
-- Notice how components can just be entities as well?
-- It allows you to model relationships easily!
local Damage = world:entity()
local DamagedBy = world:entity()
2024-04-24 15:32:07 +00:00
world:set(player, Health, 100)
world:set(player, Damage, 8)
world:set(player, Position, Vector3.new(0, 5, 0))
2024-04-23 16:12:46 +00:00
2024-04-24 15:32:07 +00:00
world:set(opponent, Health, 100)
world:set(opponent, Damage, 21)
world:set(opponent, Position, Vector3.new(0, 5, 3))
2024-04-23 16:12:46 +00:00
for playerId, playerPosition, health in world:query(Position, Health) do
2024-04-23 16:12:46 +00:00
local totalDamage = 0
for opponentId, opponentPosition, damage in world:query(Position, Damage) do
2024-05-11 00:12:47 +00:00
if playerId == opponentId then
continue
end
if (playerPosition - opponentPosition).Magnitude < 5 then
2024-04-23 16:12:46 +00:00
totalDamage += damage
end
2024-05-11 00:12:47 +00:00
-- We create a pair between the relation component `DamagedBy` and the entity id of the opponent.
-- This will allow us to specifically query for damage exerted by a specific opponent.
world:set(playerId, ECS_PAIR(DamagedBy, opponentId), totalDamage)
2024-04-23 16:12:46 +00:00
end
end
2024-04-23 16:12:46 +00:00
-- Gets the damage inflicted by our specific opponent!
for playerId, health, inflicted in world:query(Health, ECS_PAIR(DamagedBy, opponent)) do
world:set(playerId, health - inflicted)
2024-04-23 16:12:46 +00:00
end
2024-05-11 00:12:47 +00:00
assert(world:get(player, Health) == 79)
2024-04-24 00:23:15 +00:00
```
2024-04-25 22:10:34 +00:00
125 archetypes, 4 random components queried.
2024-04-30 15:52:44 +00:00
![Queries](image-3.png)
Can be found under /benches/query.lua
Inserting 8 components to an entity and updating them over 50 times.
![Insertions](image-4.png)
Can be found under /benches/insertions.lua