This commit is contained in:
Ukendio 2025-06-01 16:15:16 +02:00
parent 0308367964
commit 3be946db0c
16 changed files with 1825 additions and 1128 deletions

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@ -1,49 +1,49 @@
--!optimize 2
--!native
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.DevPackages.Matter)
local ecr = require(ReplicatedStorage.DevPackages.ecr)
local jecs = require(ReplicatedStorage.Lib)
local pair = jecs.pair
local ecs = jecs.World.new()
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local C1 = ecs:component()
local C2 = ecs:entity()
ecs:add(C2, pair(jecs.OnDeleteTarget, jecs.Delete))
local C3 = ecs:entity()
ecs:add(C3, pair(jecs.OnDeleteTarget, jecs.Delete))
local C4 = ecs:entity()
ecs:add(C4, pair(jecs.OnDeleteTarget, jecs.Delete))
local E1 = mcs:component()
local E2 = mcs:entity()
mcs:add(E2, pair(jecs.OnDeleteTarget, jecs.Delete))
local E3 = mcs:entity()
mcs:add(E3, pair(jecs.OnDeleteTarget, jecs.Delete))
local E4 = mcs:entity()
mcs:add(E4, pair(jecs.OnDeleteTarget, jecs.Delete))
return {
ParameterGenerator = function()
end,
Functions = {
Mirror = function()
local m = mcs:entity()
for i = 1, 100 do
mcs:add(m, E3)
mcs:remove(m, E3)
end
end,
Jecs = function()
local j = ecs:entity()
for i = 1, 100 do
ecs:add(j, C3)
ecs:remove(j, C3)
end
end,
},
}
--!optimize 2
--!native
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.DevPackages.Matter)
local ecr = require(ReplicatedStorage.DevPackages.ecr)
local jecs = require(ReplicatedStorage.Lib)
local pair = jecs.pair
local ecs = jecs.World.new()
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local C1 = ecs:component()
local C2 = ecs:entity()
ecs:add(C2, pair(jecs.OnDeleteTarget, jecs.Delete))
local C3 = ecs:entity()
ecs:add(C3, pair(jecs.OnDeleteTarget, jecs.Delete))
local C4 = ecs:entity()
ecs:add(C4, pair(jecs.OnDeleteTarget, jecs.Delete))
local E1 = mcs:component()
local E2 = mcs:entity()
mcs:add(E2, pair(jecs.OnDeleteTarget, jecs.Delete))
local E3 = mcs:entity()
mcs:add(E3, pair(jecs.OnDeleteTarget, jecs.Delete))
local E4 = mcs:entity()
mcs:add(E4, pair(jecs.OnDeleteTarget, jecs.Delete))
return {
ParameterGenerator = function()
end,
Functions = {
Mirror = function()
local m = mcs:entity()
for i = 1, 100 do
mcs:add(m, E3)
mcs:remove(m, E3)
end
end,
Jecs = function()
local j = ecs:entity()
for i = 1, 100 do
ecs:add(j, C3)
ecs:remove(j, C3)
end
end,
},
}

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@ -1,28 +1,28 @@
local function collect<T...>(
signal: {
Connect: (RBXScriptSignal<T...>, fn: (T...) -> ()) -> RBXScriptConnection
}
): () -> (T...)
local enqueued = {}
local i = 0
local connection = (signal :: any):Connect(function(...)
table.insert(enqueued, { ... })
i += 1
end)
return function(): any
if i == 0 then
return
end
i -= 1
local args: any = table.remove(enqueued, 1)
return unpack(args)
end, connection
end
return collect
local function collect<T...>(
signal: {
Connect: (RBXScriptSignal<T...>, fn: (T...) -> ()) -> RBXScriptConnection
}
): () -> (T...)
local enqueued = {}
local i = 0
local connection = (signal :: any):Connect(function(...)
table.insert(enqueued, { ... })
i += 1
end)
return function(): any
if i == 0 then
return
end
i -= 1
local args: any = table.remove(enqueued, 1)
return unpack(args)
end, connection
end
return collect

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@ -1,36 +1,36 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local types = require("./types")
local Networked = jecs.tag()
local NetworkedPair = jecs.tag()
local Renderable = jecs.component() :: jecs.Id<Instance>
jecs.meta(Renderable, Networked)
local Poison = jecs.component() :: jecs.Id<number>
jecs.meta(Poison, Networked)
local Health = jecs.component() :: jecs.Id<number>
jecs.meta(Health, Networked)
local Player = jecs.component() :: jecs.Id<Player>
jecs.meta(Player, Networked)
local components = {
Renderable = Renderable,
Player = Player,
Poison = Poison,
Health = Health,
Networked = Networked,
NetworkedPair = NetworkedPair,
}
for name, component in components do
jecs.meta(component, jecs.Name, name)
end
return components
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local types = require("./types")
local Networked = jecs.tag()
local NetworkedPair = jecs.tag()
local Renderable = jecs.component() :: jecs.Id<Instance>
jecs.meta(Renderable, Networked)
local Poison = jecs.component() :: jecs.Id<number>
jecs.meta(Poison, Networked)
local Health = jecs.component() :: jecs.Id<number>
jecs.meta(Health, Networked)
local Player = jecs.component() :: jecs.Id<Player>
jecs.meta(Player, Networked)
local components = {
Renderable = Renderable,
Player = Player,
Poison = Poison,
Health = Health,
Networked = Networked,
NetworkedPair = NetworkedPair,
}
for name, component in components do
jecs.meta(component, jecs.Name, name)
end
return components

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@ -1,190 +1,190 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
type Observer<T...> = {
callback: (jecs.Entity) -> (),
query: jecs.Query<T...>,
}
export type PatchedWorld = jecs.World & {
added: <T>(PatchedWorld, jecs.Id<T>, (e: jecs.Entity, id: jecs.Id<T>, value: T) -> ()) -> (),
removed: (PatchedWorld, jecs.Id, (e: jecs.Entity, id: jecs.Id) -> ()) -> (),
changed: <T>(PatchedWorld, jecs.Id<T>, (e: jecs.Entity, id: jecs.Id<T>, value: T) -> ()) -> (),
-- deleted: (PatchedWorld, () -> ()) -> () -> (),
observer: (PatchedWorld, Observer<any>) -> (),
monitor: (PatchedWorld, Observer<any>) -> (),
}
local function observers_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity)
end
end
for _, term in terms do
world:added(term, emplaced)
world:changed(term, emplaced)
end
end
local function monitors_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnAdd)
end
end
local function removed(entity: jecs.Entity, component: jecs.Id)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnRemove)
end
end
for _, term in terms do
world:added(term, emplaced)
world:removed(term, removed)
end
end
local function observers_add(world: jecs.World): PatchedWorld
local signals = {
added = {},
emplaced = {},
removed = {},
deleted = {}
}
world = world :: jecs.World & {[string]: any}
world.added = function(_, component, fn)
local listeners = signals.added[component]
if not listeners then
listeners = {}
signals.added[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_add(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnAdd, on_add)
idr.hooks.on_add = on_add :: any
idr_r.hooks.on_add = on_add :: any
end
table.insert(listeners, fn)
end
world.changed = function(_, component, fn)
local listeners = signals.emplaced[component]
if not listeners then
listeners = {}
signals.emplaced[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_change(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnChange, on_change)
idr.hooks.on_change = on_change :: any
idr_r.hooks.on_change = on_change :: any
end
table.insert(listeners, fn)
end
world.removed = function(_, component, fn)
local listeners = signals.removed[component]
if not listeners then
listeners = {}
signals.removed[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_remove(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnRemove, on_remove)
idr.hooks.on_remove = on_remove :: any
idr_r.hooks.on_remove = on_remove :: any
end
table.insert(listeners, fn)
end
world.signals = signals
world.observer = observers_new
world.monitor = monitors_new
-- local world_delete = world.delete
-- world.deleted = function(_, fn)
-- local listeners = signals.deleted
-- table.insert(listeners, fn)
-- end
-- world.delete = function(world, entity)
-- world_delete(world, entity)
-- for _, fn in signals.deleted do
-- fn(entity)
-- end
-- end
return world :: PatchedWorld
end
return observers_add
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
type Observer<T...> = {
callback: (jecs.Entity) -> (),
query: jecs.Query<T...>,
}
export type PatchedWorld = jecs.World & {
added: <T>(PatchedWorld, jecs.Id<T>, (e: jecs.Entity, id: jecs.Id<T>, value: T) -> ()) -> (),
removed: (PatchedWorld, jecs.Id, (e: jecs.Entity, id: jecs.Id) -> ()) -> (),
changed: <T>(PatchedWorld, jecs.Id<T>, (e: jecs.Entity, id: jecs.Id<T>, value: T) -> ()) -> (),
-- deleted: (PatchedWorld, () -> ()) -> () -> (),
observer: (PatchedWorld, Observer<any>) -> (),
monitor: (PatchedWorld, Observer<any>) -> (),
}
local function observers_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity)
end
end
for _, term in terms do
world:added(term, emplaced)
world:changed(term, emplaced)
end
end
local function monitors_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnAdd)
end
end
local function removed(entity: jecs.Entity, component: jecs.Id)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnRemove)
end
end
for _, term in terms do
world:added(term, emplaced)
world:removed(term, removed)
end
end
local function observers_add(world: jecs.World): PatchedWorld
local signals = {
added = {},
emplaced = {},
removed = {},
deleted = {}
}
world = world :: jecs.World & {[string]: any}
world.added = function(_, component, fn)
local listeners = signals.added[component]
if not listeners then
listeners = {}
signals.added[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_add(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnAdd, on_add)
idr.hooks.on_add = on_add :: any
idr_r.hooks.on_add = on_add :: any
end
table.insert(listeners, fn)
end
world.changed = function(_, component, fn)
local listeners = signals.emplaced[component]
if not listeners then
listeners = {}
signals.emplaced[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_change(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnChange, on_change)
idr.hooks.on_change = on_change :: any
idr_r.hooks.on_change = on_change :: any
end
table.insert(listeners, fn)
end
world.removed = function(_, component, fn)
local listeners = signals.removed[component]
if not listeners then
listeners = {}
signals.removed[component] = listeners
local idr = jecs.id_record_ensure(world :: any, component :: any)
local rw = jecs.pair(component, jecs.Wildcard)
local idr_r = jecs.id_record_ensure(world :: any, rw :: any)
local function on_remove(entity: number, id: number, value: any)
for _, listener in listeners do
listener(entity, id, value)
end
end
world:set(component, jecs.OnRemove, on_remove)
idr.hooks.on_remove = on_remove :: any
idr_r.hooks.on_remove = on_remove :: any
end
table.insert(listeners, fn)
end
world.signals = signals
world.observer = observers_new
world.monitor = monitors_new
-- local world_delete = world.delete
-- world.deleted = function(_, fn)
-- local listeners = signals.deleted
-- table.insert(listeners, fn)
-- end
-- world.delete = function(world, entity)
-- world_delete(world, entity)
-- for _, fn in signals.deleted do
-- fn(entity)
-- end
-- end
return world :: PatchedWorld
end
return observers_add

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@ -1,50 +1,50 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local types = require("../ReplicatedStorage/types")
type Signal<T...> = {
Connect: (Signal<T...>, fn: (T...) -> ()) -> RBXScriptConnection
}
type Remote<T...> = {
FireClient: (Remote<T...>, T...) -> (),
FireAllClients: (Remote<T...>, T...) -> (),
FireServer: (Remote<T...>) -> (),
OnServerEvent: {
Connect: (any, fn: (Player, T...) -> () ) -> ()
},
OnClientEvent: {
Connect: (any, fn: (T...) -> () ) -> ()
}
}
local function stream_ensure(name): Remote<any>
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("RemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote :: any
end
local function datagram_ensure(name): Remote<any>
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("UnreliableRemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote :: any
end
return {
input = datagram_ensure("input") :: Remote<string>,
replication = stream_ensure("replication") :: Remote<{
[string]: {
set: { types.Entity }?,
values: { any }?,
removed: { types.Entity }?
}
}>,
}
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local types = require("../ReplicatedStorage/types")
type Signal<T...> = {
Connect: (Signal<T...>, fn: (T...) -> ()) -> RBXScriptConnection
}
type Remote<T...> = {
FireClient: (Remote<T...>, T...) -> (),
FireAllClients: (Remote<T...>, T...) -> (),
FireServer: (Remote<T...>) -> (),
OnServerEvent: {
Connect: (any, fn: (Player, T...) -> () ) -> ()
},
OnClientEvent: {
Connect: (any, fn: (T...) -> () ) -> ()
}
}
local function stream_ensure(name): Remote<any>
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("RemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote :: any
end
local function datagram_ensure(name): Remote<any>
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("UnreliableRemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote :: any
end
return {
input = datagram_ensure("input") :: Remote<string>,
replication = stream_ensure("replication") :: Remote<{
[string]: {
set: { types.Entity }?,
values: { any }?,
removed: { types.Entity }?
}
}>,
}

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@ -1,136 +1,136 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jabby = require(ReplicatedStorage.Packages.jabby)
local jecs = require(ReplicatedStorage.ecs)
jabby.set_check_function(function() return true end)
local scheduler = jabby.scheduler.create("jabby scheduler")
jabby.register({
applet = jabby.applets.scheduler,
name = "Scheduler",
configuration = {
scheduler = scheduler,
},
})
local ContextActionService = game:GetService("ContextActionService")
local function create_widget(_, state: Enum.UserInputState)
local client = jabby.obtain_client()
if state ~= Enum.UserInputState.Begin then return end
client.spawn_app(client.apps.home, nil)
end
local RunService = game:GetService("RunService")
local System = jecs.component() :: jecs.Id<{
fn: () -> (),
name: string,
}>
local DependsOn = jecs.component()
local Phase = jecs.tag()
local Event = jecs.component() :: jecs.Id<RBXScriptSignal>
local pair = jecs.pair
local types = require(ReplicatedStorage.types)
local function ECS_PHASE(world, after: types.Entity)
local phase = world:entity()
world:add(phase, Phase)
if after then
local dependency = pair(DependsOn, after)
world:add(phase, dependency)
end
return phase
end
local Heartbeat = jecs.tag()
jecs.meta(Heartbeat, Phase)
jecs.meta(Heartbeat, Event, RunService.Heartbeat)
local PreSimulation = jecs.tag()
jecs.meta(PreSimulation, Phase)
jecs.meta(PreSimulation, Event, RunService.PreSimulation)
local PreAnimation = jecs.tag()
jecs.meta(PreAnimation, Phase)
jecs.meta(PreAnimation, Event, RunService.PreAnimation)
local PreRender = jecs.tag()
jecs.meta(PreRender, Phase)
jecs.meta(PreRender, Event, RunService.PreRender)
local function ECS_SYSTEM(world: types.World, mod: ModuleScript, phase: types.Entity?)
local system = world:entity()
local p = phase or Heartbeat
local fn = require(mod) :: (...any) -> ()
world:set(system, System, {
fn = fn(world, 0) or fn,
name = mod.Name,
})
local depends_on = DependsOn :: jecs.Entity
world:add(system, pair(depends_on, p))
end
local function find_systems_w_phase(world: types.World, systems, phase: types.Entity)
local phase_name = world:get(phase, jecs.Name) :: string
for _, s in world:query(System):with(pair(DependsOn, phase)) do
table.insert(systems, {
id = scheduler:register_system({
phase = phase_name,
name = s.name,
}),
fn = s.fn
})
end
for after in world:query(Phase, pair(DependsOn, phase)) do
find_systems_w_phase(world, systems, after)
end
return systems
end
local function ECS_RUN(world: types.World)
jabby.register({
applet = jabby.applets.world,
name = "MyWorld",
configuration = {
world = world,
},
})
if RunService:IsClient() then
ContextActionService:BindAction("Open Jabby Home", create_widget, false, Enum.KeyCode.F4)
end
for phase, event in world:query(Event, Phase) do
local systems = find_systems_w_phase(world, {}, phase)
event:Connect(function(...)
for _, system in systems do
scheduler:run(system.id, system.fn, world, ...)
end
end)
end
end
return {
PHASE = ECS_PHASE,
SYSTEM = ECS_SYSTEM,
RUN = ECS_RUN,
phases = {
Heartbeat = Heartbeat,
PreSimulation = PreSimulation,
PreAnimation = PreAnimation,
PreRender = PreRender
},
components = {
System = System,
DependsOn = DependsOn,
Phase = Phase,
Event = Event,
}
}
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jabby = require(ReplicatedStorage.Packages.jabby)
local jecs = require(ReplicatedStorage.ecs)
jabby.set_check_function(function() return true end)
local scheduler = jabby.scheduler.create("jabby scheduler")
jabby.register({
applet = jabby.applets.scheduler,
name = "Scheduler",
configuration = {
scheduler = scheduler,
},
})
local ContextActionService = game:GetService("ContextActionService")
local function create_widget(_, state: Enum.UserInputState)
local client = jabby.obtain_client()
if state ~= Enum.UserInputState.Begin then return end
client.spawn_app(client.apps.home, nil)
end
local RunService = game:GetService("RunService")
local System = jecs.component() :: jecs.Id<{
fn: () -> (),
name: string,
}>
local DependsOn = jecs.component()
local Phase = jecs.tag()
local Event = jecs.component() :: jecs.Id<RBXScriptSignal>
local pair = jecs.pair
local types = require(ReplicatedStorage.types)
local function ECS_PHASE(world, after: types.Entity)
local phase = world:entity()
world:add(phase, Phase)
if after then
local dependency = pair(DependsOn, after)
world:add(phase, dependency)
end
return phase
end
local Heartbeat = jecs.tag()
jecs.meta(Heartbeat, Phase)
jecs.meta(Heartbeat, Event, RunService.Heartbeat)
local PreSimulation = jecs.tag()
jecs.meta(PreSimulation, Phase)
jecs.meta(PreSimulation, Event, RunService.PreSimulation)
local PreAnimation = jecs.tag()
jecs.meta(PreAnimation, Phase)
jecs.meta(PreAnimation, Event, RunService.PreAnimation)
local PreRender = jecs.tag()
jecs.meta(PreRender, Phase)
jecs.meta(PreRender, Event, RunService.PreRender)
local function ECS_SYSTEM(world: types.World, mod: ModuleScript, phase: types.Entity?)
local system = world:entity()
local p = phase or Heartbeat
local fn = require(mod) :: (...any) -> ()
world:set(system, System, {
fn = fn(world, 0) or fn,
name = mod.Name,
})
local depends_on = DependsOn :: jecs.Entity
world:add(system, pair(depends_on, p))
end
local function find_systems_w_phase(world: types.World, systems, phase: types.Entity)
local phase_name = world:get(phase, jecs.Name) :: string
for _, s in world:query(System):with(pair(DependsOn, phase)) do
table.insert(systems, {
id = scheduler:register_system({
phase = phase_name,
name = s.name,
}),
fn = s.fn
})
end
for after in world:query(Phase, pair(DependsOn, phase)) do
find_systems_w_phase(world, systems, after)
end
return systems
end
local function ECS_RUN(world: types.World)
jabby.register({
applet = jabby.applets.world,
name = "MyWorld",
configuration = {
world = world,
},
})
if RunService:IsClient() then
ContextActionService:BindAction("Open Jabby Home", create_widget, false, Enum.KeyCode.F4)
end
for phase, event in world:query(Event, Phase) do
local systems = find_systems_w_phase(world, {}, phase)
event:Connect(function(...)
for _, system in systems do
scheduler:run(system.id, system.fn, world, ...)
end
end)
end
end
return {
PHASE = ECS_PHASE,
SYSTEM = ECS_SYSTEM,
RUN = ECS_RUN,
phases = {
Heartbeat = Heartbeat,
PreSimulation = PreSimulation,
PreAnimation = PreAnimation,
PreRender = PreRender
},
components = {
System = System,
DependsOn = DependsOn,
Phase = Phase,
Event = Event,
}
}

View file

@ -1,86 +1,86 @@
local types = require("../types")
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local remotes = require("../remotes")
local collect = require("../collect")
local client_ids = {}
local function ecs_map_get(world, id)
local deserialised_id = client_ids[id]
if not deserialised_id then
if world:has(id, jecs.Name) then
deserialised_id = world:entity(id)
else
deserialised_id = world:entity()
end
client_ids[id] = deserialised_id
end
-- local deserialised_id = client_ids[id]
-- if not deserialised_id then
-- if world:has(id, jecs.Name) then
-- deserialised_id = world:entity(id)
-- else
-- if world:exists(id) then
-- deserialised_id = world:entity()
-- else
-- deserialised_id = world:entity(id)
-- end
-- end
-- client_ids[id] = deserialised_id
-- end
return deserialised_id
end
local function ecs_make_alive_id(world, id)
local rel = jecs.ECS_PAIR_FIRST(id)
local tgt = jecs.ECS_PAIR_SECOND(id)
rel = ecs_map_get(world, rel)
tgt = ecs_map_get(world, tgt)
return jecs.pair(rel, tgt)
end
local snapshots = collect(remotes.replication.OnClientEvent)
return function(world: types.World)
for snapshot in snapshots do
for id, map in snapshot do
id = tonumber(id)
if jecs.IS_PAIR(id) then
id = ecs_make_alive_id(world, id)
end
local set = map.set
if set then
if jecs.is_tag(world, id) then
for _, entity in set do
entity = ecs_map_get(world, entity)
world:add(entity, id)
end
else
local values = map.values
for i, entity in set do
entity = ecs_map_get(world, entity)
world:set(entity, id, values[i])
end
end
end
local removed = map.removed
if removed then
for i, e in removed do
if not world:contains(e) then
continue
end
world:remove(e, id)
end
end
end
end
end
local types = require("../types")
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local remotes = require("../remotes")
local collect = require("../collect")
local client_ids = {}
local function ecs_map_get(world, id)
local deserialised_id = client_ids[id]
if not deserialised_id then
if world:has(id, jecs.Name) then
deserialised_id = world:entity(id)
else
deserialised_id = world:entity()
end
client_ids[id] = deserialised_id
end
-- local deserialised_id = client_ids[id]
-- if not deserialised_id then
-- if world:has(id, jecs.Name) then
-- deserialised_id = world:entity(id)
-- else
-- if world:exists(id) then
-- deserialised_id = world:entity()
-- else
-- deserialised_id = world:entity(id)
-- end
-- end
-- client_ids[id] = deserialised_id
-- end
return deserialised_id
end
local function ecs_make_alive_id(world, id)
local rel = jecs.ECS_PAIR_FIRST(id)
local tgt = jecs.ECS_PAIR_SECOND(id)
rel = ecs_map_get(world, rel)
tgt = ecs_map_get(world, tgt)
return jecs.pair(rel, tgt)
end
local snapshots = collect(remotes.replication.OnClientEvent)
return function(world: types.World)
for snapshot in snapshots do
for id, map in snapshot do
id = tonumber(id)
if jecs.IS_PAIR(id) then
id = ecs_make_alive_id(world, id)
end
local set = map.set
if set then
if jecs.is_tag(world, id) then
for _, entity in set do
entity = ecs_map_get(world, entity)
world:add(entity, id)
end
else
local values = map.values
for i, entity in set do
entity = ecs_map_get(world, entity)
world:set(entity, id, values[i])
end
end
end
local removed = map.removed
if removed then
for i, e in removed do
if not world:contains(e) then
continue
end
world:remove(e, id)
end
end
end
end
end

View file

@ -1,15 +1,15 @@
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local observers_add = require("../ReplicatedStorage/observers_add")
export type World = typeof(observers_add(jecs.world()))
export type Entity = jecs.Entity
export type Id<T> = jecs.Id<T>
export type Snapshot = {
[string]: {
set: { jecs.Entity }?,
values: { any }?,
removed: { jecs.Entity }?
}
}
return {}
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local observers_add = require("../ReplicatedStorage/observers_add")
export type World = typeof(observers_add(jecs.world()))
export type Entity = jecs.Entity
export type Id<T> = jecs.Id<T>
export type Snapshot = {
[string]: {
set: { jecs.Entity }?,
values: { any }?,
removed: { jecs.Entity }?
}
}
return {}

View file

@ -1,12 +1,12 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ct = require(ReplicatedStorage.components)
local types = require(ReplicatedStorage.types)
return function(world: types.World, dt: number)
for e in world:query(ct.Player):without(ct.Health) do
world:set(e, ct.Health, 100)
end
for e in world:query(ct.Player, ct.Health):without(ct.Poison) do
world:set(e, ct.Poison, 10)
end
end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ct = require(ReplicatedStorage.components)
local types = require(ReplicatedStorage.types)
return function(world: types.World, dt: number)
for e in world:query(ct.Player):without(ct.Health) do
world:set(e, ct.Health, 100)
end
for e in world:query(ct.Player, ct.Health):without(ct.Poison) do
world:set(e, ct.Poison, 10)
end
end

View file

@ -1,20 +1,20 @@
local collect = require("../../ReplicatedStorage/collect")
local types = require("../../ReplicatedStorage/types")
local ct = require("../../ReplicatedStorage/components")
local Players = game:GetService("Players")
local player_added = collect(Players.PlayerAdded)
return function(world: types.World, dt: number)
for player in player_added do
local entity = world:entity()
world:set(entity, ct.Player, player)
end
for entity, player in world:query(ct.Player):without(ct.Renderable) do
local character = player.Character
if character then
if not character.Parent then
world:set(entity, ct.Renderable, character)
end
end
end
local collect = require("../../ReplicatedStorage/collect")
local types = require("../../ReplicatedStorage/types")
local ct = require("../../ReplicatedStorage/components")
local Players = game:GetService("Players")
local player_added = collect(Players.PlayerAdded)
return function(world: types.World, dt: number)
for player in player_added do
local entity = world:entity()
world:set(entity, ct.Player, player)
end
for entity, player in world:query(ct.Player):without(ct.Renderable) do
local character = player.Character
if character then
if not character.Parent then
world:set(entity, ct.Renderable, character)
end
end
end

View file

@ -1,12 +1,12 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ct = require(ReplicatedStorage.components)
return function(world, dt)
for e, poison, health in world:query(ct.Poison, ct.Health) do
local health_after_tick = health - poison * dt * 0.05
if health_after_tick < 0 then
world:remove(e, ct.Health)
continue
end
world:set(e, ct.Health, health_after_tick)
end
end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ct = require(ReplicatedStorage.components)
return function(world, dt)
for e, poison, health in world:query(ct.Poison, ct.Health) do
local health_after_tick = health - poison * dt * 0.05
if health_after_tick < 0 then
world:remove(e, ct.Health)
continue
end
world:set(e, ct.Health, health_after_tick)
end
end

View file

@ -1,190 +1,190 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local types = require("../../ReplicatedStorage/types")
local ct = require("../../ReplicatedStorage/components")
local jecs = require(ReplicatedStorage.ecs)
local remotes = require("../../ReplicatedStorage/remotes")
local components = ct :: {[string]: jecs.Entity }
return function(world: ty.World)
--- integration test
-- for _ = 1, 10 do
-- local e = world:entity()
-- world:set(e, ct.TestA, true)
-- end
local storages = {} :: { [jecs.Entity]: {[jecs.Entity]: any }}
local networked_components = {}
local networked_pairs = {}
for component in world:each(ct.Networked) do
local name = world:get(component, jecs.Name) :: string
if components[name] == nil then
continue
end
storages[component] = {}
table.insert(networked_components, component)
end
for relation in world:each(ct.NetworkedPair) do
local name = world:get(relation, jecs.Name) :: string
if not components[name] then
continue
end
table.insert(networked_pairs, relation)
end
for _, component in networked_components do
local name = world:get(component, jecs.Name) :: string
if not components[name] then
error(`Networked Component (%id{component}%name{name})`)
end
local is_tag = jecs.is_tag(world, component)
local storage = storages[component]
if is_tag then
world:added(component, function(entity)
storage[entity] = true
end)
else
world:added(component, function(entity, _, value)
storage[entity] = value
end)
world:changed(component, function(entity, _, value)
storage[entity] = value
end)
end
world:removed(component, function(entity)
storage[entity] = "jecs.Remove"
end)
end
for _, relation in networked_pairs do
world:added(relation, function(entity, id, value)
local is_tag = jecs.is_tag(world, id)
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
if is_tag then
storage[entity] = true
else
storage[entity] = value
end
end)
world:changed(relation, function(entity, id, value)
local is_tag = jecs.is_tag(world, id)
if is_tag then
return
end
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
storage[entity] = value
end)
world:removed(relation, function(entity, id)
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
storage[entity] = "jecs.Remove"
end)
end
local players_added = collect(Players.PlayerAdded)
return function()
local snapshot_lazy: ty.Snapshot
local set_ids_lazy: { jecs.Entity }
for player in players_added do
if not snapshot_lazy then
snapshot_lazy, set_ids_lazy = {}, {}
for component, storage in storages do
local set_values = {}
local set_n = 0
local q = world:query(component)
local is_tag = jecs.is_tag(world, component)
for _, archetype in q:archetypes() do
local entities = archetype.entities
local entities_len = #entities
table.move(entities, 1, entities_len, set_n + 1, set_ids_lazy)
if is_tag then
set_values = table.create(entities_len, true)
else
local column = archetype.columns[archetype.records[component]]
table.move(column, 1, entities_len, set_n + 1, set_values)
end
set_n += entities_len
end
local set = table.move(set_ids_lazy, 1, set_n, 1, {})
snapshot_lazy[tostring(component)] = {
set = if set_n > 0 then set else nil,
values = if set_n > 0 then set_values else nil,
}
end
end
remotes.replication:FireClient(player, snapshot_lazy)
end
local snapshot = {} :: ty.Snapshot
local set_ids = {}
local removed_ids = {}
for component, storage in storages do
local set_values = {} :: { any }
local set_n = 0
local removed_n = 0
for e, v in storage do
if v ~= "jecs.Remove" then
set_n += 1
set_ids[set_n] = e
set_values[set_n] = v or true
elseif not world:contains(e) then
removed_n += 1
removed_ids[removed_n] = e
end
end
table.clear(storage)
local dirty = false
if set_n > 0 or removed_n > 0 then
dirty = true
end
if dirty then
local removed = table.move(removed_ids, 1, removed_n, 1, {}) :: { jecs.Entity }
local set = table.move(set_ids, 1, set_n, 1, {}) :: { jecs.Entity }
snapshot[tostring(component)] = {
set = if set_n > 0 then set else nil,
values = if set_n > 0 then set_values else nil,
removed = if removed_n > 0 then removed else nil
}
end
end
if next(snapshot) ~= nil then
remotes.replication:FireAllClients(snapshot)
end
end
end
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local types = require("../../ReplicatedStorage/types")
local ct = require("../../ReplicatedStorage/components")
local jecs = require(ReplicatedStorage.ecs)
local remotes = require("../../ReplicatedStorage/remotes")
local components = ct :: {[string]: jecs.Entity }
return function(world: ty.World)
--- integration test
-- for _ = 1, 10 do
-- local e = world:entity()
-- world:set(e, ct.TestA, true)
-- end
local storages = {} :: { [jecs.Entity]: {[jecs.Entity]: any }}
local networked_components = {}
local networked_pairs = {}
for component in world:each(ct.Networked) do
local name = world:get(component, jecs.Name) :: string
if components[name] == nil then
continue
end
storages[component] = {}
table.insert(networked_components, component)
end
for relation in world:each(ct.NetworkedPair) do
local name = world:get(relation, jecs.Name) :: string
if not components[name] then
continue
end
table.insert(networked_pairs, relation)
end
for _, component in networked_components do
local name = world:get(component, jecs.Name) :: string
if not components[name] then
error(`Networked Component (%id{component}%name{name})`)
end
local is_tag = jecs.is_tag(world, component)
local storage = storages[component]
if is_tag then
world:added(component, function(entity)
storage[entity] = true
end)
else
world:added(component, function(entity, _, value)
storage[entity] = value
end)
world:changed(component, function(entity, _, value)
storage[entity] = value
end)
end
world:removed(component, function(entity)
storage[entity] = "jecs.Remove"
end)
end
for _, relation in networked_pairs do
world:added(relation, function(entity, id, value)
local is_tag = jecs.is_tag(world, id)
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
if is_tag then
storage[entity] = true
else
storage[entity] = value
end
end)
world:changed(relation, function(entity, id, value)
local is_tag = jecs.is_tag(world, id)
if is_tag then
return
end
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
storage[entity] = value
end)
world:removed(relation, function(entity, id)
local storage = storages[id]
if not storage then
storage = {}
storages[id] = storage
end
storage[entity] = "jecs.Remove"
end)
end
local players_added = collect(Players.PlayerAdded)
return function()
local snapshot_lazy: ty.Snapshot
local set_ids_lazy: { jecs.Entity }
for player in players_added do
if not snapshot_lazy then
snapshot_lazy, set_ids_lazy = {}, {}
for component, storage in storages do
local set_values = {}
local set_n = 0
local q = world:query(component)
local is_tag = jecs.is_tag(world, component)
for _, archetype in q:archetypes() do
local entities = archetype.entities
local entities_len = #entities
table.move(entities, 1, entities_len, set_n + 1, set_ids_lazy)
if is_tag then
set_values = table.create(entities_len, true)
else
local column = archetype.columns[archetype.records[component]]
table.move(column, 1, entities_len, set_n + 1, set_values)
end
set_n += entities_len
end
local set = table.move(set_ids_lazy, 1, set_n, 1, {})
snapshot_lazy[tostring(component)] = {
set = if set_n > 0 then set else nil,
values = if set_n > 0 then set_values else nil,
}
end
end
remotes.replication:FireClient(player, snapshot_lazy)
end
local snapshot = {} :: ty.Snapshot
local set_ids = {}
local removed_ids = {}
for component, storage in storages do
local set_values = {} :: { any }
local set_n = 0
local removed_n = 0
for e, v in storage do
if v ~= "jecs.Remove" then
set_n += 1
set_ids[set_n] = e
set_values[set_n] = v or true
elseif not world:contains(e) then
removed_n += 1
removed_ids[removed_n] = e
end
end
table.clear(storage)
local dirty = false
if set_n > 0 or removed_n > 0 then
dirty = true
end
if dirty then
local removed = table.move(removed_ids, 1, removed_n, 1, {}) :: { jecs.Entity }
local set = table.move(set_ids, 1, set_n, 1, {}) :: { jecs.Entity }
snapshot[tostring(component)] = {
set = if set_n > 0 then set else nil,
values = if set_n > 0 then set_values else nil,
removed = if removed_n > 0 then removed else nil
}
end
end
if next(snapshot) ~= nil then
remotes.replication:FireAllClients(snapshot)
end
end
end

View file

@ -0,0 +1,697 @@
# Introduction
Jecs is a standalone entity-component-system module written in Luau.
ECS ("entity-component-system") describes one way to write games in a more data oriented design.
## Installation
Jecs supports the following installation methods using package managers:
:::code-group
```bash [wally]
jecs = "ukendio/jecs@0.6.0" # Inside wally.toml
```
```bash [pesde]
pesde add wally#ukendio/jecs@0.6.0
```
```bash [npm]
npm i @rbxts/jecs
```
:::
Additionally an `rbxm` is published with [each release under the assets submenu](https://github.com/Ukendio/jecs/releases/latest).
## Hello World, Entity and Component
It all has to start somewhere. A world stores entities and their components, and manages them. This tour will reference it for every operation.
:::code-group
```luau [luau]
local jecs = require(path/to/jecs)
local world = jecs.world()
```
```typescript [typescript]
import { World } from "@rbxts/jecs"
const world = new World()
// creates a new entity with no components and returns its identifier
const entity = world.entity()
// deletes an entity and all its components
world.delete(entity)
```
:::
## Entities
Entities represent things in a game. In a game there may be entities of characters, buildings, projectiles, particle effects etc.
By itself, an entity is just an unique entity identifier without any data. An entity identifier contains information about the entity itself and its generation.
:::code-group
```luau [luau]
-- creates a new entity with no components and returns its identifier
local entity = world:entity()
-- deletes an entity and all its components
world:delete(entity)
```
```typescript [typescript]
// creates a new entity with no components and returns its identifier
const entity = world.entity()
// deletes an entity and all its components
world.delete(entity)
```
:::
The `entity` member function also accepts an overload that allows you to create an entity with a desired id which bypasses the [`entity range`](#Entity-Ranges).
## Components
A component is something that is added to an entity. Components can simply tag an entity ("this entity is an `Npc`"), attach data to an entity ("this entity is at `Position` `Vector3.new(10, 20, 30)`") and create relationships between entities ("bob `Likes` alice") that may also contain data ("bob `Eats` `10` apples").
## Operations
| Operation | Description |
| --------- | ---------------------------------------------------------------------------------------------- |
| `get` | Get a specific component or set of components from an entity. |
| `add` | Adds component to an entity. If entity already has the component, `add` does nothing. |
| `set` | Sets the value of a component for an entity. `set` behaves as a combination of `add` and `get` |
| `remove` | Removes component from entity. If entity doesn't have the component, `remove` does nothing. |
| `clear` | Remove all components from an entity. Clearing is more efficient than removing one by one. |
## Components are entities
In an ECS, components need to be uniquely identified. In Jecs this is done by making each component its own unique entity. This means that everything is customizable. Components are no exception
and all of the APIs that apply to regular entities also apply to component entities.
If a game has a component Position and Velocity, there will be two entities, one for each component. Component entities can be distinguished from "regular" entities as they have a `Component` component trait.
::: code-group
```luau [luau]
local Position = world:component() :: jecs.Entity<Vector3>
world:set(Position, jecs.Name, "Position") -- Using regular apis to set metadata on component entities!
print(`{world:get(Position, jecs.Name)} is a Component: {world:has(Position, jecs.Component)}`);
-- Output:
-- Position is a Component: true
```
```typescript [typescript]
const Position = world.component<Vector3>();
world.set(Position, jecs.Name, "Position") // Using regular apis to set metadata on component entities!
print(`${world.get(Position, jecs.Name)} is a Component: ${world.has(Position, jecs.Component)}`);
// Output:
// Position is a Component: true
```
:::
### Entity ranges
Jecs reserves entity ids under a threshold (HI_COMPONENT_ID, default is 256) for components. That means that regular entities will start after this number. This number can be further specified via the `range` member function.
::: code-group
```luau [luau]
world:range(1000, 5000) -- Defines the lower and upper bounds of the entity range respectively
local e = world:entity()
print(e)
-- Output:
-- 1000
```
```typescript [typescript]
world.range(1000, 5000) // Defines the lower and upper bounds of the entity range respectively
const e = world.entity()
print(e)
// Output:
// 1000
```
:::
### Hooks
Component data generally need to adhere to a specific interface, and sometimes requires side effects to run upon certain lifetime cycles. In `jecs`, there are hooks which are `component traits`, that can define the behaviour of a component and enforce invariants, but can only be invoked through mutations on the component data. You can only configure a single `OnAdd`, `OnRemove` and `OnChange` hook per component, just like you can only have a single constructor and destructor.
::: code-group
```luau [luau]
local Transform = world:component()
world:set(Transform, OnAdd, function(entity)
-- A transform component has been added to an entity
end)
world:set(Transform, OnRemove, function(entity)
-- A transform component has been removed from the entity
end)
world:set(Transform, OnChange, function(entity, value)
-- A transform component has been changed to value on the entity
end)
```
```typescript [typescript]
const Transform = world.component();
world.set(Transform, OnAdd, (entity) => {
// A transform component has been added to an entity
});
world.set(Transform, OnRemove, (entity) => {
// A transform component has been removed from the entity
});
world.set(Transform, OnChange, (entity, value) => {
// A transform component has been changed to value on the entity
});
```
:::
### Cleanup Traits
When entities that are used as tags, components, relationships or relationship targets are deleted, cleanup traits ensure that the store does not contain any dangling references. Any cleanup policy provides this guarantee, so while they are configurable, games cannot configure traits that allows for dangling references.
We also want to specify this per relationship. If an entity has `(Likes, parent)` we may not want to delete that entity, meaning the cleanup we want to perform for `Likes` and `ChildOf` may not be the same.
This is what cleanup traits are for: to specify which action needs to be executed under which condition. They are applied to entities that have a reference to the entity being deleted: if I delete the `Archer` tag I remove the tag from all entities that have it.
To configure a cleanup policy for an entity, a `(Condition, Action)` pair can be added to it. If no policy is specified, the default cleanup action (`Remove`) is performed.
There are two cleanup actions:
- `Remove`: removes instances of the specified (component) id from all entities (default)
- `Delete`: deletes all entities with specified id
There are two cleanup conditions:
- `OnDelete`: the component, tag or relationship is deleted
- `OnDeleteTarget`: a target used with the relationship is deleted
#### (OnDelete, Remove)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Remove))
local e = world:entity()
world:add(e, Archer)
-- This will remove Archer from e
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component();
world.add(Archer, pair(jecs.OnDelete, jecs.Remove));
const e = world.entity();
world.add(e, Archer);
// This will remove Archer from e
world.delete(Archer);
```
:::
#### (OnDelete, Delete)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Delete))
local e = world:entity()
world:add(e, Archer)
-- This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component();
world.add(Archer, pair(jecs.OnDelete, jecs.Delete));
const e = world.entity();
world.add(e, Archer);
// This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world.delete(Archer);
```
:::
#### (OnDeleteTarget, Remove)
::: code-group
```luau [luau]
local OwnedBy = world:component()
world:add(OwnedBy, pair(jecs.OnDeleteTarget, jecs.Remove))
local loot = world:entity()
local player = world:entity()
world:add(loot, pair(OwnedBy, player))
-- This will remove (OwnedBy, player) from loot
world:delete(player)
```
```typescript [typescript]
const OwnedBy = world.component();
world.add(OwnedBy, pair(jecs.OnDeleteTarget, jecs.Remove));
const loot = world.entity();
const player = world.entity();
world.add(loot, pair(OwnedBy, player));
// This will remove (OwnedBy, player) from loot
world.delete(player);
```
:::
#### (OnDeleteTarget, Delete)
::: code-group
```luau [luau]
local ChildOf = world:component()
world:add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete))
local parent = world:entity()
local child = world:entity()
world:add(child, pair(ChildOf, parent))
-- This will delete both parent and child
world:delete(parent)
```
```typescript [typescript]
const ChildOf = world.component();
world.add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete));
const parent = world.entity();
const child = world.entity();
world.add(child, pair(ChildOf, parent));
// This will delete both parent and child
world.delete(parent);
```
:::
## Preregistration
By default, components being registered on runtime is useful for how dynamic it can be. But, sometimes being able to register components without having the world instance is useful.
::: code-group
```luau [luau]
local Position = jecs.component() :: jecs.Entity<Vector3>
jecs.world() -- Position gets registered here
```
```typescript [typescript]
const Position = jecs.component<Vector3>();
new World() // Position gets registered here
```
:::
However, if you try to set metadata, you will find that this doesn't work without the world instance. Instead, jecs offers a `meta` member function that can forward declare its metadata.
::: code-group
```luau [luau]
jecs.meta(Position, jecs.Name, "Position")
jecs.world() -- Position gets registered here with its name "Position"
```
```typescript [typescript]
jecs.meta(Position, jecs.Name, "Position")
new World() // Position gets registered here with its name "Position"
```
:::
### Singletons
Singletons are components for which only a single instance
exists on the world. They can be accessed on the
world directly and do not require providing an entity.
Singletons are useful for global game resources, such as
game state, a handle to a physics engine or a network socket. An example:
::: code-group
```luau [luau]
local TimeOfDay = world:component() :: jecs.Entity<number>
world:set(TimeOfDay, TimeOfDay, 0.5)
local t = world:get(TimeOfDay, TimeOfDay)
```
```typescript [typescript]
const TimeOfDay = world.component<number>();
world.set(TimeOfDay, TimeOfDay, 0.5);
const t = world.get(TimeOfDay, TimeOfDay);
```
:::
# Queries
Queries enable games to quickly find entities that satifies provided conditions.
:::code-group
```luau [luau]
for _ in world:query(Position, Velocity) do end
```
```typescript [typescript]
for (const [_] of world.query(Position, Velocity)) {
}
```
:::
In `jecs`, queries can do anything from returning entities that match a simple list of components, to matching against entity graphs.
This manual contains a full overview of the query features available in Jecs. Some of the features of Jecs queries are:
- Queries have support for relationships pairs which allow for matching against entity graphs without having to build complex data structures for it.
- Queries support filters such as [`query:with(...)`](../api/query.md#with) if entities are required to have the components but you dont actually care about components value. And [`query:without(...)`](../api/query.md#without) which selects entities without the components.
- Queries can be drained or reset on when called, which lets you choose iterator behaviour.
- Queries can be called with any ID, including entities created dynamically, this is useful for pairs.
- Queries are already fast but can be futher inlined via [`query:archetypes()`](../api/query.md#archetypes) for maximum performance to eliminate function call overhead which is roughly 60-80% of the cost for iteration.
## Performance and Caching
Understanding the basic architecture of queries helps to make the right tradeoffs when using queries in games.
The biggest impact on query performance is whether a query is cached or not.
This section goes over what caching is, how it can be used and when it makes sense to use it.
### Caching: what is it?
Jecs is an archetype ECS, which means that entities with exactly the same components are
grouped together in an "archetype". Archetypes are created on the fly
whenever a new component combination is created in the ECS. For example:
:::code-group
```luau [luau]
local e1 = world:entity()
world:set(e1, Position, Vector3.new(10, 20, 30)) -- create archetype [Position]
world:set(e1, Velocity, Vector3.new(1, 2, 3)) -- create archetype [Position, Velocity]
local e2 = world:entity()
world:set(e2, Position, Vector3.new(10, 20, 30)) -- archetype [Position] already exists
world:set(e2, Velocity, Vector3.new(1, 2, 3)) -- archetype [Position, Velocity] already exists
world:set(e3, Mass, 100) -- create archetype [Position, Velocity, Mass]
-- e1 is now in archetype [Position, Velocity]
-- e2 is now in archetype [Position, Velocity, Mass]
```
```typescript [typescript]
const e1 = world.entity();
world.set(e1, Position, new Vector3(10, 20, 30)); // create archetype [Position]
world.set(e1, Velocity, new Vector3(1, 2, 3)); // create archetype [Position, Velocity]
const e2 = world.entity();
world.set(e2, Position, new Vector3(10, 20, 30)); // archetype [Position] already exists
world.set(e2, Velocity, new Vector3(1, 2, 3)); // archetype [Position, Velocity] already exists
world.set(e3, Mass, 100); // create archetype [Position, Velocity, Mass]
// e1 is now in archetype [Position, Velocity]
// e2 is now in archetype [Position, Velocity, Mass]
```
:::
Archetypes are important for queries. Since all entities in an archetype have the same components, and a query matches entities with specific components, a query can often match entire archetypes instead of individual entities. This is one of the main reasons why queries in an archetype ECS are fast.
The second reason that queries in an archetype ECS are fast is that they are cheap to cache. While an archetype is created for each unique component combination, games typically only use a finite set of component combinations which are created quickly after game assets are loaded.
This means that instead of searching for archetypes each time a query is evaluated, a query can instead cache the list of matching archetypes. This is a cheap cache to maintain: even though entities can move in and out of archetypes, the archetypes themselves are often stable.
If none of that made sense, the main thing to remember is that a cached query does not actually have to search for entities. Iterating a cached query just means iterating a list of prematched results, and this is really, really fast.
### Tradeoffs
Jecs has both cached and uncached queries. If cached queries are so fast, why even bother with uncached queries? There are four main reasons:
- Cached queries are really fast to iterate, but take more time to create because the cache must be initialized first.
- Cached queries add overhead to archetype creation/deletion, as these changes have to get propagated to caches.
- While caching archetypes is fast, some query features require matching individual entities, which are not efficient to cache (and aren't cached).
As a rule of thumb, if you have a query that is evaluated each frame (as is typically the case with systems), they will benefit from being cached. If you need to create a query ad-hoc, an uncached query makes more sense.
Ad-hoc queries are often necessary when a game needs to find entities that match a condition that is only known at runtime, for example to find all child entities for a specific parent.
### Components
A component is any single ID that can be added to an entity. This includes tags and regular entities, which are IDs that do not have the builtin `Component` component. To match a query, an entity must have all the requested components. An example:
```luau
local e1 = world:entity()
world:add(e1, Position)
local e2 = world:entity()
world:add(e2, Position)
world:add(e2, Velocity)
local e3 = world:entity()
world:add(e3, Position)
world:add(e3, Velocity)
world:add(e3, Mass)
```
Only entities `e2` and `e3` match the query Position, Velocity.
### Wildcards
Jecs currently only supports the `Any` type of wildcards which a single result for the first component that it matches.
When using the `Any` type wildcard it is undefined which component will be matched, as this can be influenced by other parts of the query. It is guaranteed that iterating the same query twice on the same dataset will produce the same result.
If you want to iterate multiple targets for the same relation on a pair, then use [`world:target`](../api/world.md#target)
Wildcards are particularly useful when used in combination with pairs (next section).
### Pairs
A pair is an ID that encodes two elements. Pairs, like components, can be added to entities and are the foundation for [`Relationships`](#relationships).
The elements of a pair are allowed to be wildcards. When a query pair returns an `Any` type wildcard, the query returns at most a single matching pair on an entity.
The following sections describe how to create queries for pairs in the different language bindings.
:::code-group
```luau [luau]
local Likes = world:entity()
local bob = world:entity()
for _ in world:query(pair(Likes, bob)) do end
```
```typescript [typescript]
const Likes = world.entity();
const bob = world.entity();
for (const [_] of world.query(pair(Likes, bob))) {
}
```
:::
When a query pair contains a wildcard, the `world:target()` function can be used to determine the target of the pair element that matched the query:
:::code-group
```luau [luau]
for id in world:query(pair(Likes, jecs.Wildcard)) do
print(`entity {getName(id)} likes {getName(world, world:target(id, Likes))}`)
end
```
```typescript [typescript]
const Likes = world.entity();
const bob = world.entity();
for (const [_] of world.query(pair(Likes, jecs.Wildcard))) {
print(`entity ${getName(id)} likes ${getName(world.target(id, Likes))}`);
}
```
:::
### Filters
Filters are extensions to queries which allow you to select entities from a more complex pattern but you don't actually care about the component values.
The following filters are supported by queries:
| Identifier | Description |
| ---------- | ----------------------------------- |
| With | Must match with all terms. |
| Without | Must not match with provided terms. |
## Relationships
Relationships makes it possible to describe entity graphs natively in ECS.
Adding/removing relationships is similar to adding/removing regular components, with as difference that instead of a single component id, a relationship adds a pair of two things to an entity. In this pair, the first element represents the relationship (e.g. "Eats"), and the second element represents the relationship target (e.g. "Apples").
Relationships can be used to describe many things, from hierarchies to inventory systems to trade relationships between players in a game. The following sections go over how to use relationships, and what features they support.
### Definitions
Name | Description
----------|------------
Id | An id that can be added and removed
Component | Id with a single element (same as an entity id)
Relationship | Used to refer to first element of a pair
Target | Used to refer to second element of a pair
Source | Entity to which an id is added
### Relationship queries
There are a number of ways a game can query for relationships. The following kinds of queries are available for all (unidirectional) relationships, and are all constant time:
Test if entity has a relationship pair
:::code-group
```luau [luau]
world:has(bob, pair(Eats, Apples))
```
```typescript [typescript]
world.has(bob, pair(Eats, Apples))
```
:::
Test if entity has a relationship wildcard
:::code-group
```luau [luau]
world:has(bob, pair(Eats, jecs.Wildcard)
```
```typescript [typescript]
world.has(bob, pair(Eats, jecs.Wildcard)
```
:::
Get parent for entity
:::code-group
```luau [luau]
world:parent(bob)
```
```typescript [typescript]
world.parent(bob)
```
:::
Find first target of a relationship for entity
:::code-group
```luau [luau]
world:target(bob, Eats)
```
```typescript [typescript]
world.target(bob, Eats)
```
:::
Find all entities with a pair
:::code-group
```luau [luau]
for id in world:query(pair(Eats, Apples)) do
-- ...
end
```
```typescript [typescript]
for (const [id] of world.query(pair(Eats, Apples)) {
// ...
}
```
:::
Find all entities with a pair wildcard
:::code-group
```luau [luau]
for id in world:query(pair(Eats, jecs.Wildcard)) do
local food = world:target(id, Eats) -- Apples, ...
end
```
```typescript [typescript]
for (const [id] of world.query(pair(Eats, jecs.Wildcard)) {
const food = world.target(id, Eats) // Apples, ...
}
```
:::
Iterate all children for a parent
:::code-group
```luau [luau]
for child in world:query(pair(jecs.ChildOf, parent)) do
-- ...
end
```
```typescript [typescript]
for (const [child] of world.query(pair(jecs.ChildOf, parent)) {
// ...
}
```
:::
### Relationship components
Relationship pairs, just like regular component, can be associated with data.
:::code-group
```luau [luau]
local Position = world:component()
local Eats = world:component()
local Apples = world:entity()
local Begin = world:entity()
local End = world:entity()
local e = world:entity()
world:set(e, pair(Eats, Apples), { amount = 1 })
world:set(e, pair(Begin, Position), Vector3.new(0, 0, 0))
world:set(e, pair(End, Position), Vector3.new(10, 20, 30))
world:add(e, jecs.ChildOf, Position)
```
```typescript [typescript]
const Position = world.component()
const Eats = world.component()
const Apples = world.entity()
const Begin = world.entity()
const End = world.entity()
const e = world.entity()
world.set(e, pair(Eats, Apples), { amount: 1 })
world.set(e, pair(Begin, Position), new Vector3(0, 0, 0))
world.set(e, pair(End, Position), new Vector3(10, 20, 30))
world.add(e, jecs.ChildOf, Position)
```
:::
### Relationship wildcards
When querying for relationship pairs, it is often useful to be able to find all instances for a given relationship or target. To accomplish this, an game can use wildcard expressions.
Wildcards may used for the relationship or target part of a pair
```luau
pair(Likes, jecs.Wildcard) -- Matches all Likes relationships
pair(jecs.Wildcard, Alice) -- Matches all relationships with Alice as target
```
### Relationship performance
The ECS storage needs to know two things in order to store components for entities:
- Which IDs are associated with an entity
- Which types are associated with those ids
Ids represent anything that can be added to an entity. An ID that is not associated with a type is called a tag. An ID associated with a type is a component. For regular components, the ID is a regular entity that has the builtin `Component` component.
### Storing relationships
Relationships do not fundamentally change or extend the capabilities of the storage. Relationship pairs are two elements encoded into a single 53-bit ID, which means that on the storage level they are treated the same way as regular component IDs. What changes is the function that determines which type is associated with an id. For regular components this is simply a check on whether an entity has `Component`. To support relationships, new rules are added to determine the type of an id.
Because of this, adding/removing relationships to entities has the same performance as adding/removing regular components. This becomes more obvious when looking more closely at a function that adds a relationship pair.
### Fragmentation
Fragmentation is a property of archetype-based ECS implementations where entities are spread out over more archetypes as the number of different component combinations increases. The overhead of fragmentation is visible in two areas:
- Archetype creation
- Queries (queries have to match & iterate more archetypes)
Games that make extensive use of relationships might observe high levels of fragmentation, as relationships can introduce many different combinations of components. While the Jecs storage is optimized for supporting large amounts (hundreds of thousands) of archetypes, fragmentation is a factor to consider when using relationships.
Union relationships are planned along with other improvements to decrease the overhead of fragmentation introduced by relationships.
### Archetype Creation
When an ID added to an entity is deleted, all references to that ID are deleted from the storage. For example, when the component Position is deleted it is removed from all entities, and all archetypes with the Position component are deleted. While not unique to relationships, it is more common for relationships to trigger cleanup actions, as relationship pairs contain regular entities.
The opposite is also true. Because relationship pairs can contain regular entities which can be created on the fly, archetype creation is more common than in games that do not use relationships. While Jecs is optimized for fast archetypes creation, creating and cleaning up archetypes is inherently more expensive than creating/deleting an entity. Therefore archetypes creation is a factor to consider, especially for games that make extensive use of relationships.
### Indexing
To improve the speed of evaluating queries, Jecs has indices that store all archetypes for a given component ID. Whenever a new archetype is created, it is registered with the indices for the IDs the archetype has, including IDs for relationship pairs.
While registering an archetype for a relationship index is not more expensive than registering an archetype for a regular index, an archetype with relationships has to also register itself with the appropriate wildcard indices for its relationships. For example, an archetype with relationship `pair(Likes, Apples)` registers itself with the `pair(Likes, Apples)`, `pair(Likes, jecs.Wildcard)` and `pair(jecs.Wildcard, Apples)` indices. For this reason, creating new archetypes with relationships has a higher overhead than an archetype without relationships.
This page takes wording and terminology directly from Flecs, the first ECS with full support for [Entity Relationships](https://www.flecs.dev/flecs/md_docs_2Relationships.html).

View file

@ -1,158 +1,158 @@
local c = {
white_underline = function(s: any)
return `\27[1;4m{s}\27[0m`
end,
white = function(s: any)
return `\27[37;1m{s}\27[0m`
end,
green = function(s: any)
return `\27[32;1m{s}\27[0m`
end,
red = function(s: any)
return `\27[31;1m{s}\27[0m`
end,
yellow = function(s: any)
return `\27[33;1m{s}\27[0m`
end,
red_highlight = function(s: any)
return `\27[41;1;30m{s}\27[0m`
end,
green_highlight = function(s: any)
return `\27[42;1;30m{s}\27[0m`
end,
gray = function(s: any)
return `\27[30;1m{s}\27[0m`
end,
}
local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16)
type i53 = number
type i24 = number
local function ECS_ENTITY_T_LO(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) // ECS_ENTITY_MASK else e
end
local function ECS_GENERATION(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) % ECS_GENERATION_MASK else 0
end
local ECS_ID = ECS_ENTITY_T_LO
local function ECS_COMBINE(source: number, target: number): i53
return (source * 268435456) + (target * ECS_ID_FLAGS_MASK)
end
local function ECS_GENERATION_INC(e: i53)
if e > ECS_ENTITY_MASK then
local flags = e // ECS_ID_FLAGS_MASK
local id = flags // ECS_ENTITY_MASK
local generation = flags % ECS_GENERATION_MASK
local next_gen = generation + 1
if next_gen > ECS_GENERATION_MASK then
return id
end
return ECS_COMBINE(id, next_gen) + flags
end
return ECS_COMBINE(e, 1)
end
local function bl()
print("")
end
local function pe(e)
local gen = ECS_GENERATION(e)
return c.green(`e{ECS_ID(e)}`)..c.yellow(`v{gen}`)
end
local function dprint(tbl: { [number]: number })
bl()
print("--------")
for i, e in tbl do
print("| "..pe(e).." |")
print("--------")
end
bl()
end
local max_id = 0
local alive_count = 0
local dense = {}
local sparse = {}
local function alloc()
if alive_count ~= #dense then
alive_count += 1
print("*recycled", pe(dense[alive_count]))
return dense[alive_count]
end
max_id += 1
local id = max_id
alive_count += 1
dense[alive_count] = id
sparse[id] = {
dense = alive_count
}
print("*allocated", pe(id))
return id
end
local function remove(entity)
local id = ECS_ID(entity)
local r = sparse[id]
local index_of_deleted_entity = r.dense
local last_entity_alive_at_index = alive_count -- last entity alive
alive_count -= 1
local last_alive_entity = dense[last_entity_alive_at_index]
local r_swap = sparse[ECS_ID(last_alive_entity)]
r_swap.dense = r.dense
r.dense = last_entity_alive_at_index
dense[index_of_deleted_entity] = last_alive_entity
dense[last_entity_alive_at_index] = ECS_GENERATION_INC(entity)
print("*dellocated", pe(id))
end
local function alive(e)
local r = sparse[ECS_ID(e)]
return dense[r.dense] == e
end
local function pa(e)
print(`{pe(e)} is {if alive(e) then "alive" else "not alive"}`)
end
local tprint = require("@testkit").print
local e1v0 = alloc()
local e2v0 = alloc()
local e3v0 = alloc()
local e4v0 = alloc()
local e5v0 = alloc()
pa(e1v0)
pa(e4v0)
remove(e5v0)
pa(e5v0)
local e5v1 = alloc()
pa(e5v0)
pa(e5v1)
pa(e2v0)
print(ECS_ID(e2v0))
dprint(dense)
remove(e2v0)
dprint(dense)
local c = {
white_underline = function(s: any)
return `\27[1;4m{s}\27[0m`
end,
white = function(s: any)
return `\27[37;1m{s}\27[0m`
end,
green = function(s: any)
return `\27[32;1m{s}\27[0m`
end,
red = function(s: any)
return `\27[31;1m{s}\27[0m`
end,
yellow = function(s: any)
return `\27[33;1m{s}\27[0m`
end,
red_highlight = function(s: any)
return `\27[41;1;30m{s}\27[0m`
end,
green_highlight = function(s: any)
return `\27[42;1;30m{s}\27[0m`
end,
gray = function(s: any)
return `\27[30;1m{s}\27[0m`
end,
}
local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16)
type i53 = number
type i24 = number
local function ECS_ENTITY_T_LO(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) // ECS_ENTITY_MASK else e
end
local function ECS_GENERATION(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) % ECS_GENERATION_MASK else 0
end
local ECS_ID = ECS_ENTITY_T_LO
local function ECS_COMBINE(source: number, target: number): i53
return (source * 268435456) + (target * ECS_ID_FLAGS_MASK)
end
local function ECS_GENERATION_INC(e: i53)
if e > ECS_ENTITY_MASK then
local flags = e // ECS_ID_FLAGS_MASK
local id = flags // ECS_ENTITY_MASK
local generation = flags % ECS_GENERATION_MASK
local next_gen = generation + 1
if next_gen > ECS_GENERATION_MASK then
return id
end
return ECS_COMBINE(id, next_gen) + flags
end
return ECS_COMBINE(e, 1)
end
local function bl()
print("")
end
local function pe(e)
local gen = ECS_GENERATION(e)
return c.green(`e{ECS_ID(e)}`)..c.yellow(`v{gen}`)
end
local function dprint(tbl: { [number]: number })
bl()
print("--------")
for i, e in tbl do
print("| "..pe(e).." |")
print("--------")
end
bl()
end
local max_id = 0
local alive_count = 0
local dense = {}
local sparse = {}
local function alloc()
if alive_count ~= #dense then
alive_count += 1
print("*recycled", pe(dense[alive_count]))
return dense[alive_count]
end
max_id += 1
local id = max_id
alive_count += 1
dense[alive_count] = id
sparse[id] = {
dense = alive_count
}
print("*allocated", pe(id))
return id
end
local function remove(entity)
local id = ECS_ID(entity)
local r = sparse[id]
local index_of_deleted_entity = r.dense
local last_entity_alive_at_index = alive_count -- last entity alive
alive_count -= 1
local last_alive_entity = dense[last_entity_alive_at_index]
local r_swap = sparse[ECS_ID(last_alive_entity)]
r_swap.dense = r.dense
r.dense = last_entity_alive_at_index
dense[index_of_deleted_entity] = last_alive_entity
dense[last_entity_alive_at_index] = ECS_GENERATION_INC(entity)
print("*dellocated", pe(id))
end
local function alive(e)
local r = sparse[ECS_ID(e)]
return dense[r.dense] == e
end
local function pa(e)
print(`{pe(e)} is {if alive(e) then "alive" else "not alive"}`)
end
local tprint = require("@testkit").print
local e1v0 = alloc()
local e2v0 = alloc()
local e3v0 = alloc()
local e4v0 = alloc()
local e5v0 = alloc()
pa(e1v0)
pa(e4v0)
remove(e5v0)
pa(e5v0)
local e5v1 = alloc()
pa(e5v0)
pa(e5v1)
pa(e2v0)
print(ECS_ID(e2v0))
dprint(dense)
remove(e2v0)
dprint(dense)

View file

@ -1,122 +1,122 @@
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
_G.__JECS_HI_COMPONENT_ID = 300
local ecs = require(ReplicatedStorage.ecs)
-- 500 entities
-- 2-30 components on each entity
-- 300 unique components
-- 200 systems
-- 1-10 components to query per system
local startTime = os.clock()
local world = ecs.World.new()
local components = {}
for i = 1, 300 do -- 300 components
components[i] = world:component()
end
local archetypes = {}
for i = 1, 50 do -- 50 archetypes
local archetype = {}
for _ = 1, math.random(2, 30) do
local componentId = math.random(1, #components)
table.insert(archetype, components[componentId])
end
archetypes[i] = archetype
end
for _ = 1, 1000 do -- 1000 entities in the world
local componentsToAdd = {}
local archetypeId = math.random(1, #archetypes)
local e = world:entity()
for _, component in ipairs(archetypes[archetypeId]) do
world:set(e, component, {
DummyData = math.random(1, 5000),
})
end
end
local function values(t)
local array = {}
for _, v in t do
table.insert(array, v)
end
return array
end
local contiguousComponents = values(components)
local systemComponentsToQuery = {}
for _ = 1, 200 do -- 200 systems
local numComponentsToQuery = math.random(1, 10)
local componentsToQuery = {}
for _ = 1, numComponentsToQuery do
table.insert(componentsToQuery, contiguousComponents[math.random(1, #contiguousComponents)])
end
table.insert(systemComponentsToQuery, componentsToQuery)
end
local worldCreateTime = os.clock() - startTime
local results = {}
startTime = os.clock()
RunService.Heartbeat:Connect(function()
local added = 0
local systemStartTime = os.clock()
debug.profilebegin("systems")
for _, componentsToQuery in ipairs(systemComponentsToQuery) do
debug.profilebegin("system")
for entityId, firstComponent in world:query(unpack(componentsToQuery)) do
world:set(
entityId,
{
DummyData = firstComponent.DummyData + 1,
}
)
added += 1
end
debug.profileend()
end
debug.profileend()
if os.clock() - startTime < 4 then
-- discard first 4 seconds
return
end
if results == nil then
return
elseif #results < 1000 then
table.insert(results, os.clock() - systemStartTime)
else
print("added", added)
print("World created in", worldCreateTime * 1000, "ms")
local sum = 0
for _, result in ipairs(results) do
sum += result
end
print(("Average frame time: %fms"):format((sum / #results) * 1000))
results = nil
local n = #world.archetypes
print(
("X entities\n%d components\n%d systems\n%d archetypes"):format(
#components,
#systemComponentsToQuery,
n
)
)
end
end)
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
_G.__JECS_HI_COMPONENT_ID = 300
local ecs = require(ReplicatedStorage.ecs)
-- 500 entities
-- 2-30 components on each entity
-- 300 unique components
-- 200 systems
-- 1-10 components to query per system
local startTime = os.clock()
local world = ecs.World.new()
local components = {}
for i = 1, 300 do -- 300 components
components[i] = world:component()
end
local archetypes = {}
for i = 1, 50 do -- 50 archetypes
local archetype = {}
for _ = 1, math.random(2, 30) do
local componentId = math.random(1, #components)
table.insert(archetype, components[componentId])
end
archetypes[i] = archetype
end
for _ = 1, 1000 do -- 1000 entities in the world
local componentsToAdd = {}
local archetypeId = math.random(1, #archetypes)
local e = world:entity()
for _, component in ipairs(archetypes[archetypeId]) do
world:set(e, component, {
DummyData = math.random(1, 5000),
})
end
end
local function values(t)
local array = {}
for _, v in t do
table.insert(array, v)
end
return array
end
local contiguousComponents = values(components)
local systemComponentsToQuery = {}
for _ = 1, 200 do -- 200 systems
local numComponentsToQuery = math.random(1, 10)
local componentsToQuery = {}
for _ = 1, numComponentsToQuery do
table.insert(componentsToQuery, contiguousComponents[math.random(1, #contiguousComponents)])
end
table.insert(systemComponentsToQuery, componentsToQuery)
end
local worldCreateTime = os.clock() - startTime
local results = {}
startTime = os.clock()
RunService.Heartbeat:Connect(function()
local added = 0
local systemStartTime = os.clock()
debug.profilebegin("systems")
for _, componentsToQuery in ipairs(systemComponentsToQuery) do
debug.profilebegin("system")
for entityId, firstComponent in world:query(unpack(componentsToQuery)) do
world:set(
entityId,
{
DummyData = firstComponent.DummyData + 1,
}
)
added += 1
end
debug.profileend()
end
debug.profileend()
if os.clock() - startTime < 4 then
-- discard first 4 seconds
return
end
if results == nil then
return
elseif #results < 1000 then
table.insert(results, os.clock() - systemStartTime)
else
print("added", added)
print("World created in", worldCreateTime * 1000, "ms")
local sum = 0
for _, result in ipairs(results) do
sum += result
end
print(("Average frame time: %fms"):format((sum / #results) * 1000))
results = nil
local n = #world.archetypes
print(
("X entities\n%d components\n%d systems\n%d archetypes"):format(
#components,
#systemComponentsToQuery,
n
)
)
end
end)

View file

@ -1,24 +1,24 @@
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local lifetime_tracker_add = require("@tools/lifetime_tracker")
local world = lifetime_tracker_add(jecs.world(), {padding_enabled=false})
local FriendsWith = world:component()
world:print_snapshot()
local e1 = world:entity()
local e2 = world:entity()
world:delete(e2)
world:print_snapshot()
local e3 = world:entity()
world:add(e3, pair(ChildOf, e1))
local e4 = world:entity()
world:add(e4, pair(FriendsWith, e3))
world:print_snapshot()
world:delete(e1)
world:delete(e3)
world:print_snapshot()
world:print_entity_index()
world:entity()
world:entity()
world:print_snapshot()
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local lifetime_tracker_add = require("@tools/lifetime_tracker")
local world = lifetime_tracker_add(jecs.world(), {padding_enabled=false})
local FriendsWith = world:component()
world:print_snapshot()
local e1 = world:entity()
local e2 = world:entity()
world:delete(e2)
world:print_snapshot()
local e3 = world:entity()
world:add(e3, pair(ChildOf, e1))
local e4 = world:entity()
world:add(e4, pair(FriendsWith, e3))
world:print_snapshot()
world:delete(e1)
world:delete(e3)
world:print_snapshot()
world:print_entity_index()
world:entity()
world:entity()
world:print_snapshot()