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@ -1,25 +1,22 @@
---
name: Bug report
about: File a bug report for any behavior that you believe is unintentional or problematic
title: ""
title: "[BUG]"
labels: bug
assignees: ""
assignees: ''
---
## Describe the bug
Put a clear and concise description of what the bug is. This should be short and to the point, not to exceed more than a paragraph. Put the details inside your reproduction steps.
## Reproduction
Make an easy-to-follow guide on how to reproduce it. Does it happen all the time? Will specific features affect reproduction? All these questions should be answered for a good issue.
This is a good place to put rbxl files or scripts that help explain your reproduction steps.
## Expected Behavior
What you expect to happen
## Actual Behavior
What actually happens

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@ -0,0 +1,14 @@
---
name: Documentation
about: Open an issue to add, change, or otherwise modify any part of the documentation.
title: "[DOCS]"
labels: documentation
assignees: ''
---
## Which Sections Does This Issue Cover?
[Put sections (e.g. Query Concepts), page links, etc as necessary]
## What Needs To Change?
What specifically needs to change and what suggestions do you have to change it?

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@ -1,9 +1,10 @@
---
name: Feature Request
about: File a feature request for something you believe should be added to Jecs
title: ""
title: "[FEATURE]"
labels: enhancement
assignees: ""
assignees: ''
---
## Describe your Feature
@ -21,7 +22,6 @@ What other alternative implementations or otherwise relevant information is impo
## Considerations
Some questions that need to be answered include the following:
- Will old code break in response to this feature?
- What are the performance impacts with this feature (if any)?
- How is it useful to include?

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@ -11,11 +11,8 @@ jobs:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: Install Luau
run: rokit install --no-trust-check
uses: encodedvenom/install-luau@v4.3
- name: Analyze
run: |

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@ -1,26 +0,0 @@
name: build-studio-docs
on:
push:
schedule:
- cron: "10 0 1 * *" # Artifacts expire every 90 days. Doesn't hurt to just run this workflow first day of every month at 00:10 UTC.
jobs:
studio-docs:
name: Build Studio Docs
runs-on: ubuntu-latest
steps:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: Build Studio Docs
run: zune run scripts/build_studio_docs
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: studio_docs
path: studio_docs.rbxm

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@ -0,0 +1,11 @@
---
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"
- package-ecosystem: npm
directory: "/"
schedule:
interval: "daily"

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# Sample workflow for building and deploying a VitePress site to GitHub Pages
#
name: deploy-docs
on:
# Runs on pushes targeting the `main` branch. Change this to `master` if you're
# using the `master` branch as the default branch.
push:
branches: [main]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued.
# However, do NOT cancel in-progress runs as we want to allow these production deployments to complete.
concurrency:
group: pages
cancel-in-progress: false
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0 # Not needed if lastUpdated is not enabled
# - uses: pnpm/action-setup@v3 # Uncomment this if you're using pnpm
# - uses: oven-sh/setup-bun@v1 # Uncomment this if you're using Bun
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
cache: npm # or pnpm / yarn
- name: Setup Pages
uses: actions/configure-pages@v4
- name: Install dependencies
run: npm ci # or pnpm install / yarn install / bun install
- name: Build with VitePress
run: npm run docs:build # or pnpm docs:build / yarn docs:build / bun run docs:build
- name: Upload artifact
uses: actions/upload-pages-artifact@v3
with:
path: docs/.vitepress/dist
# Deployment job
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
needs: build
runs-on: ubuntu-latest
name: Deploy
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

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@ -2,7 +2,7 @@ name: release
on:
push:
tags: ["v*", "workflow_dispatch"]
tags: ["v*"]
jobs:
build:
@ -22,7 +22,7 @@ jobs:
run: rojo build --output build.rbxm default.project.json
- name: Upload Build Artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v3
with:
name: build
path: build.rbxm
@ -38,7 +38,7 @@ jobs:
uses: actions/checkout@v4
- name: Download Jecs Build
uses: actions/download-artifact@v4
uses: actions/download-artifact@v3
with:
name: build
path: build

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@ -12,8 +12,11 @@ jobs:
- name: Checkout Project
uses: actions/checkout@v4
- name: Install Rokit
uses: CompeyDev/setup-rokit@v0.1.2
- name: Install Luau
uses: encodedvenom/install-luau@v4.3
with:
version: "latest"
verbose: "true"
- name: Run Unit Tests
id: run_tests

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@ -65,14 +65,3 @@ drafts/
# Luau tools
profile.*
# Patch files
*.patch
genhtml.perl
rokit.toml
package-lock.json
mirror.luau
studio_docs/

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@ -1,8 +1,8 @@
{
"aliases": {
"jecs": "./src/jecs",
"modules": "./modules",
"mirror": "./src/mirror",
"jecs": "jecs",
"testkit": "test/testkit",
"mirror": "mirror"
},
"languageMode": "strict"
}

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{
"printWidth": 120,
"tabWidth": 4,
"trailingComma": "all",
"useTabs": true
}

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# Changelog
# Jecs Changelog
## Unreleased
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog][kac], and this project adheres to
[Semantic Versioning][semver].
[kac]: https://keepachangelog.com/en/1.1.0/
[semver]: https://semver.org/spec/v2.0.0.html
## [Unreleased]
- `[world]`:
- 16% faster `world:get`
- `world:has` no longer typechecks components after the 8th one.
- `[typescript]`
- Fixed Entity type to default to `undefined | unknown` instead of just `undefined`
- `[query]`:
- Fixed bug where `world:clear` did not invoke `jecs.OnRemove` hooks
- Changed `query.__iter` to drain on iteration
- It will initialize once wherever you left iteration off at last time
- Changed `query:iter` to restart the iterator
- Removed `query:drain` and `query:next`
- If you want to get individual results outside of a for-loop, you need to call `query:iter` to initialize the iterator and then call the iterator function manually
```lua
local it = world:query(A, B, C):iter()
local entity, a, b, c = it()
entity, a, b, c = it() -- get next results
```
- `[world`
- Fixed a bug with `world:clear` not invoking `jecs.OnRemove` hooks
- `[typescript]`:
- Changed pair to accept generics
- Improved handling of Tags
## [0.3.2] - 2024-10-01
- `[world]`:
- Changed `world:cleanup` to traverse a header type for graph edges. (Edit)
- Fixed a regression that occurred when you call `world:set` following a `world:remove` using the same component
- Remove explicit error in JECS_DEBUG for `world:target` when not applying an index parameter
- `[typescript]` :
- Fixed `world.set` with NoInfer<T>
## [0.3.1] - 2024-10-01
- `[world]`:
- Added an index parameter to `world:target`
- Added a way to change the components limit via `_G.JECS_HI_COMPONENT_ID`
- Set it to whatever number you want but try to make it as close to the number of components you will use as possible
- Make sure to set this before importing jecs or else it will not work
- Added debug mode, enable via setting `_G.JECS_DEBUG` to true
- Make sure to set this before importing jecs or else it will not work
- Added `world:cleanup` which is called to cleanup empty archetypes manually
- Changed `world:delete` to delete archetypes that are dependent on the passed entity
- Changed `world:delete` to delete entity's children before the entity to prevent cycles
- `[query]`:
- Fixed the iterator to not drain by default
- `[typescript]`
- Fixed entry point of the package.json file to be `src` rather than `src/init`
- Fixed `query.next` returning a query object whereas it would be expected to return a tuple containing the entity and the corresponding component values
- Exported `query.archetypes`
- Changed `pair` to return a number instead of an entity
- Preventing direct usage of a pair as an entity while still allowing it to be used as a component
- Exported built-in components `ChildOf` and `Name`
- Exported `world.parent`
## [0.2.10] - 2024-09-07
- `[world]`:
- Improved performance for hooks
- Changed `world:set` to be idempotent when setting tags
- `[traits]`:
- Added cleanup condition `jecs.OnDelete` for when the entity or component is deleted
- Added cleanup action `jecs.Remove` which removes instances of the specified (component) id from all entities
- This is the default cleanup action
- Added component trait `jecs.Tag` which allows for zero-cost components used as tags
- Setting data to a component with this trait will do nothing
- `[luau]`:
- Exported `world:contains()`
- Exported `query:drain()`
- Exported `Query`
- Improved types for the hook `OnAdd`, `OnSet`, `OnRemove`
- Changed functions to accept any ID including pairs in type parameters
- Applies to `world:add()`, `world:set()`, `world:remove()`, `world:get()`, `world:has()` and `world:query()`
- New exported type `Id<T = nil> = Entity<T> | Pair`
- Changed `world:contains()` to return a `boolean` instead of an entity which may or may not exist
- Fixed `world:has()` to take the correct parameters
## [0.2.2] - 2024-07-07
### Added
- Added signals that allow listening to relation part of pairs in signals.
- Added `query:replace(function(...T) return ...U end)` for replacing components in place
- Method is fast pathed to replace the data to the components for each corresponding entity
### Changed
- `OnRemove` hooks so that they are allowed to move entity's archetype even during deletion.
## 0.8.0
- Iterator now goes backwards instead to prevent common cases of iterator invalidation
## [0.2.1] - 2024-07-06
### Added
- `jecs.Exclusive` trait for making exclusive relationships.
- Added `jecs.Component` built-in component which will be added to ids created with `world:component()`.
- Used to find every component id with `query(jecs.Component)
## [0.2.0] - 2024-07-03
### Added
- Added `world:parent(entity)` and `jecs.ChildOf` respectively as first class citizen for building parent-child relationships.
- Give a parent to an entity with `world:add($source, pair(ChildOf, $target))`
- Use `world:parent(entity)` to find the target of the relationship
- Added user-facing Luau types
### Changed
- `jecs.ChildOf` to be an exclusive relationship, which means you can only have one `ChildOf` pair on an entity.
## 0.7.2
- Improved iteration speeds 20-40% by manually indexing rather than using `next()` :scream:
## [0.1.1] - 2024-05-19
### Added
- `jecs.entity_index_try_get_fast` back as to not break the observer addon.
- Added `world:clear(entity)` for removing the components to the corresponding entity
- Added Typescript Types
## [0.1.0] - 2024-05-13
### Changed
- Optimized iterator
## [0.1.0-rc.6] - 2024-05-13
### Added
- Added a `jecs.Wildcard` term
- it lets you query any partially matched pairs
## [0.1.0-rc.5] - 2024-05-10
### Added
- Added Entity relationships for creating logical connections between entities
- Added `world:__iter method` which allows for iteration over the whole world to get every entity
- used for reconciling whole worlds such as via replication, saving/loading, etc
- Added `world:add(entity, component)` which adds a component to the entity
- it is an idempotent function, so calling it twice and in any order should be fine
### Fixed
- A linting problem with the types for `quer:with` and `query:without`.
- Fixed component overriding when in disorder
- Previously setting the components in different order results in it overriding component data because it incorrectly mapped the index of the column. So it took the index from the source archetype rather than the destination archetype
## 0.7.0
## [0.0.0-prototype.rc.3] - 2024-05-01
### Added
- `jecs.component_record` for retrieving the component_record of a component.
- `Column<T>` and `ColumnsMap<T>` types for typescript.
- `bulk_insert` and `bulk_remove` respectively for moving an entity to an archetype without intermediate steps.
- Added observers
- Added an arm to query `query:without()` for chaining invariants.
### Changed
- The fields `archetype.records[id]` and `archetype.counts[id]` have been removed from the archetype struct and been moved to the component record `component_index[id].records[archetype.id]` and `component_index[id].counts[archetype.id]` respectively.
- Removed the metatable `jecs.World`. Use `jecs.world()` to create your World.
- Archetypes will no longer be garbage collected when invalidated, allowing them to be recycled to save a lot of performance during frequent deletion.
- Removed `jecs.entity_index_try_get_fast`. Use `jecs.entity_index_try_get` instead.
## 0.6.1
- Separates ranges for components and entity IDs.
- IDs created with `world:component()` will promote array lookups rather than map lookups in the `component_index` which is a significant boost
- No longer caches the column pointers directly and instead the column indices which stay persistent even when data is reallocated during swap-removals
- This was an issue with the iterator being invalidated when you move an entity to a different archetype.
### Fixedhttps://github.com/Ukendio/jecs/releases/tag/v0.0.0-prototype.rc.3
- Fixed a bug where changing an existing component would be slow because it was always appending changing the row of the entity record
- The fix dramatically improves times where it is basically down to just the speed of setting a field in a table
## [0.0.0-prototype.rc.2] - 2024-04-26
### Changed
- Entity types now unions with numbers should allow for easier time casting while not causing regressing previous behaviours
### Fixed
- Fixed a critical bug with `(*, R)` pairs not being removed when `R` is deleted
- Optimized the creation of the query
- It will now finds the smallest archetype map to iterate over
- Optimized the query iterator
## 0.6.0
- It will now populates iterator with columns for faster indexing
### Added
- `World:range` to restrict entity range to allow for e.g. reserving ids `1000..5000` for clients and everything above that (5000+) for entities from the server. This makes it possible to receive ids from a server that don't have to be mapped to local ids.
- `jecs.component`, `jecs.tag` and `jecs.meta` for preregistering ids and their metadata before a world
- Overload to `World:entity` to create an entity at the desired id.
- Renamed the insertion method from world:add to world:set to better reflect what it does.
### Changed
- `World:clear` to remove the `ID` from every entity instead of the previous behaviour of removing all of the components on the entity. You should prefer deleting the entity instead for the previous behaviour.
- Entity ID layouts by putting the index in the lower bits, which should make every world function 15 nanoseconds faster.
- Hooks now pass the full component ID which is useful for pairs when you need both the relation and the target.
- Replaced `OnSet` with `OnChange`, which now only runs when the component ID was previously present on the entity.
- `OnAdd` now runs after the value has been set and also passes the component ID and the value.
- `OnRemove` now lazily looks up which archetype the entity will move to. This is meant to support interior structural changes within every hook.
- Optimized `world:has` for both single and multiple component presence. This comes at the cost that it cannot check the component presence for more than 4 components at a time. If this is important, consider calling this function multiple times.
## [0.0.0-prototype.rc.2] - 2024-04-23
### Fixed
- `World:delete` not removing every pair with an unalive target. Specifically happened when you had at least two pairs of different relations with multiple targets each.
- Initial release
## 0.5.0
### Added
- `World:each` to find entities with a specific Tag.
- `World:children` to find children of an entity.
- `Query:cached` to add a query cache that updates itself when an archetype matching the query gets created or deleted.
### Changed
- Inference of entities' types using user-defined type functions.
- `Pair<First, Second>` to return `Second` if `First` is a `Tag`; otherwise, returns `First`.
### Fixed
- `World:target` not giving adjacent pairs.
## 0.4.0
### Added
- Recycling support to `world:entity` so reused entity IDs now increment generation.
### Removed
- `Query:drain`
- `Query:next`
- `Query:replace`
### Changed
- `jecs.Pair` type in Luau now returns the first element's type to avoid manual typecasting.
### Fixed
- `Query:archetypes` now correctly takes `self`.
## 0.3.2 - 2024-10-01
### Changed
- `World:cleanup` to traverse a header type for graph edges.
### Fixed
- Regression when calling `World:set` after `World:remove` on the same component.
- Removed explicit error in `JECS_DEBUG` for `World:target` missing index.
- `World.set` type inference with `NoInfer<T>` in TypeScript.
## 0.3.1 - 2024-10-01
### Added
- Index parameter to `World:target`.
- Global config `_G.JECS_HI_COMPONENT_ID` to change component ID limit (must be set before importing JECS).
- Debug mode via `_G.JECS_DEBUG` (must be set before importing JECS).
- `world:cleanup` to manually clean up empty archetypes.
### Changed
- `world:delete` now also deletes dependent archetypes and child entities.
### Fixed
- `Query` iterator to not drain by default.
- TypeScript package entry to `src` instead of `src/init`.
- `Query.next` now returns expected result tuple in typescript.
- `pair` returns a number instead of entity to prevent misuse.
- Exported built-in components `ChildOf`, `Name`, and `world.parent`.
## 0.2.10
### Added
- Trait `jecs.Tag` for zero-cost tag components.
- Cleanup conditions: `jecs.OnDelete`, `jecs.Remove`.
### Changed
- `world:set` is now idempotent when setting tags.
### Fixed
- Improved performance for hooks.
- Exported types and functions: `world:contains()`, `query:drain()`, `Query`.
- Hook types: `OnAdd`, `OnSet`, `OnRemove`.
- ID flexibility for `add`, `set`, `remove`, `get`, `has`, `query`.
- `world:contains()` now returns `boolean`.
- `world:has()` parameters now correct.
## 0.2.2
### Added
- `query:replace(fn)` for in-place replacement of component values.
### Changed
- Iterator now goes backwards to avoid invalidation during iteration.
## 0.2.1
### Added
- Built-in `jecs.Component` used to find all component IDs.
## 0.2.0
### Added
- `world:parent(entity)` and `jecs.ChildOf` for parent-child relationships.
### Changed
- Iteration performance improved by 2040% through manual indexing.
## 0.1.1
### Added
- `world:clear(entity)` for removing all components from an entity.
- TypeScript types.
## 0.1.0
### Changed
- Optimized iterator.
## 0.1.0-rc.6
### Added
- `jecs.Wildcard` term to query partially matched pairs.
## 0.1.0-rc.5
### Added
- Entity relationships.
- `world:__iter()` for full world iteration.
- `world:add(entity, component)` (idempotent).
### Fixed
- Component overriding when set out of order.
## 0.0.0-prototype.rc.3
### Added
- Observers.
- `query:without()` for invariant queries.
### Changed
- Separate ID ranges for entities and components.
- Avoid caching pointers; cache stable column indices instead.
### Fixed
- Slow component updates due to unnecessary row changes.
## 0.0.0-prototype.rc.2 - 2024-04-26
### Changed
- Query now uses smallest archetype map.
- Optimized query iterator.
- Renamed `world:add` to `world:set`.
## 0.0.0-prototype.rc.1
### Added
- Initial release.
[unreleased]: https://github.com/ukendio/jecs/compare/v0.0.0.0-prototype.rc.2...HEAD
[0.2.2]: https://github.com/ukendio/jecs/releases/tag/v0.2.2
[0.2.1]: https://github.com/ukendio/jecs/releases/tag/v0.2.1
[0.2.0]: https://github.com/ukendio/jecs/releases/tag/v0.2.0
[0.1.1]: https://github.com/ukendio/jecs/releases/tag/v0.1.1
[0.1.0]: https://github.com/ukendio/jecs/releases/tag/v0.1.0
[0.1.0-rc.6]: https://github.com/ukendio/jecs/releases/tag/v0.1.0-rc.6
[0.1.0-rc.5]: https://github.com/ukendio/jecs/releases/tag/v0.1.0-rc.5
[0.0.0-prototype-rc.3]: https://github.com/ukendio/jecs/releases/tag/v0.0.0-prototype.rc.3
[0.0.0-prototype.rc.2]: https://github.com/ukendio/jecs/releases/tag/v0.0.0-prototype.rc.2
[0.0.0-prototype-rc.1]: https://github.com/ukendio/jecs/releases/tag/v0.0.0-prototype.rc.1

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@ -1,3 +1,9 @@
<p align="center">
<img src="assets/image-5.png" width=35%/>
</p>
[![License: MIT](https://img.shields.io/badge/License-MIT-blue.svg?style=for-the-badge)](LICENSE) [![Wally](https://img.shields.io/github/v/tag/ukendio/jecs?&style=for-the-badge)](https://wally.run/package/ukendio/jecs)
Just a stupidly fast Entity Component System
- [Entity Relationships](https://ajmmertens.medium.com/building-games-in-ecs-with-entity-relationships-657275ba2c6c) as first class citizens
@ -6,30 +12,53 @@ Just a stupidly fast Entity Component System
- Zero-dependency package
- Optimized for column-major operations
- Cache friendly [archetype/SoA](https://ajmmertens.medium.com/building-an-ecs-2-archetypes-and-vectorization-fe21690805f9) storage
- Rigorously [unit tested](https://github.com/Ukendio/jecs/actions/workflows/unit-testing.yaml) for stability
- Rigorously [unit tested](https://github.com/Ukendio/jecs/actions/workflows/ci.yaml) for stability
### Get Started
It is recommended that you clone the repository and navigate the documentation in your favourite editor.
### Example
This repository includes a few subfolders that can help you get started with jecs:
```lua
local world = jecs.World.new()
local pair = jecs.pair
- how_to:
This is a step-by-step introduction to how this ECS works and the reasoning behind its design.
-- These components and functions are actually already builtin
-- but have been illustrated for demonstration purposes
local ChildOf = world:component()
local Name = world:component()
- modules:
These are regularly used modules and should be mostly working, but some might not be. You can look in this folder to see some code that you might use to help you hit the ground running quickly.
local function parent(entity)
return world:target(entity, ChildOf)
end
local function getName(entity)
return world:get(entity, Name)
end
- examples:
These are larger programs that showcase real use cases and can help you understand how everything fits together.
local alice = world:entity()
world:set(alice, Name, "alice")
If you wish to view the documentation inside Roblox Studio, you can find an importable model file [here](https://nightly.link/Ukendio/jecs/workflows/build-studio-docs.yaml/main/studio_docs.zip).
local bob = world:entity()
world:add(bob, pair(ChildOf, alice))
world:set(bob, Name, "bob")
### Benchmarks
local sara = world:entity()
world:add(sara, pair(ChildOf, alice))
world:set(sara, Name, "sara")
print(getName(parent(sara)))
for e in world:query(pair(ChildOf, alice)) do
print(getName(e), "is the child of alice")
end
-- Output
-- "alice"
-- bob is the child of alice
-- sara is the child of alice
```
21,000 entities 125 archetypes 4 random components queried.
![Queries](test/benches/data/image-3.png)
Can be found under /test/benches/visual/query.luau
![Queries](assets/image-3.png)
Can be found under /benches/visual/query.luau
Inserting 8 components to an entity and updating them over 50 times.
![Insertions](test/benches/data/image-4.png)
Can be found under /test/benches/visual/insertions.luau
![Insertions](assets/image-4.png)
Can be found under /benches/visual/insertions.luau

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@ -12,16 +12,16 @@
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"Lib": {
"$path": "../../src/jecs.luau"
"$path": "jecs.luau"
},
"benches": {
"$path": "visual"
"$path": "benches"
},
"mirror": {
"$path": "../../src/mirror.luau"
"$path": "mirror.luau"
},
"DevPackages": {
"$path": "visual/DevPackages"
"$path": "benches/visual/DevPackages"
}
}
}

2
test/benches/cached.luau → benches/cached.luau Executable file → Normal file
View file

@ -1,5 +1,5 @@
local jecs = require("@jecs")
local mirror = require("@mirror")
local mirror = require("../mirror/init")
type i53 = number

51
test/benches/general.luau → benches/general.luau Executable file → Normal file
View file

@ -1,5 +1,5 @@
local jecs = require("@jecs")
local testkit = require("@modules/testkit")
local testkit = require("@testkit")
local BENCH, START = testkit.benchmark()
@ -14,7 +14,7 @@ local pair = jecs.pair
do
TITLE("create")
local world = jecs.world()
local world = jecs.World.new()
BENCH("entity", function()
for i = 1, START(N) do
@ -35,8 +35,8 @@ end
do
TITLE("set")
local world = jecs.world()
local A = world:component()
local world = jecs.World.new()
local A = world:entity()
local entities = table.create(N)
@ -69,8 +69,8 @@ end
do
TITLE("set relationship")
local world = jecs.world()
local A = world:component()
local world = jecs.World.new()
local A = world:entity()
local entities = table.create(N)
@ -103,7 +103,7 @@ end
do
TITLE("get")
local world = jecs.world()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local C = world:component()
@ -147,7 +147,7 @@ do
TITLE("target")
BENCH("1st target", function()
local world = jecs.world()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local C = world:component()
@ -179,7 +179,7 @@ do
local function view_bench(n: number)
BENCH(`{n} entities per archetype`, function()
local world = jecs.world()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
@ -194,19 +194,17 @@ do
world:set(id, B, true)
world:set(id, C, true)
world:set(id, D, true)
world:add(id, ct)
world:set(id, ct, true)
end
end
local q = world:query(A, B, C, D)
q:archetypes()
START()
for id in q do
for id in world:query(A, B, C, D) do
end
end)
BENCH(`inlined query`, function()
local world = jecs.world()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local C = world:component()
@ -220,28 +218,17 @@ do
world:set(id, B, true)
world:set(id, C, true)
world:set(id, D, true)
world:add(id, ct)
world:set(id, ct, true)
end
end
local archetypes = world:query(A, B, C, D):archetypes()
START()
-- for _, archetype in archetypes do
-- local columns, records = archetype.columns, archetype.records
-- local a = columns[records[A]]
-- local b = columns[records[B]]
-- local c = columns[records[C]]
-- local d = columns[records[D]]
-- for row in archetype.entities do
-- local _1, _2, _3, _4 = a[row], b[row], c[row], d[row]
-- end
-- end
for _, archetype in archetypes do
local columns_map = archetype.columns_map
local a = columns_map[A]
local b = columns_map[B]
local c = columns_map[C]
local d = columns_map[D]
for _, archetype in world:query(A, B, C, D):archetypes() do
local columns, records = archetype.columns, archetype.records
local a = columns[records[A].column]
local b = columns[records[B].column]
local c = columns[records[C].column]
local d = columns[records[D].column]
for row in archetype.entities do
local _1, _2, _3, _4 = a[row], b[row], c[row], d[row]
end

118
test/benches/query.luau → benches/query.luau Executable file → Normal file
View file

@ -1,7 +1,7 @@
--!optimize 2
--!native
local testkit = require("@modules/testkit")
local testkit = require("@testkit")
local BENCH, START = testkit.benchmark()
local function TITLE(title: string)
print()
@ -11,27 +11,57 @@ end
local jecs = require("@jecs")
local mirror = require("@mirror")
type i53 = number
do
TITLE(testkit.color.white_underline("Jecs query"))
local ecs = jecs.world() :: jecs.World
local ecs = jecs.World.new()
do
TITLE("one component in common")
local function view_bench(world: jecs.World,
A: jecs.Id,
B: jecs.Id,
C: jecs.Id,
D: jecs.Id,
E: jecs.Id,
F: jecs.Id,
G: jecs.Id,
H: jecs.Id
)
local function view_bench(world: jecs.World, A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53)
BENCH("1 component", function()
for _ in world:query(A) do
end
end)
BENCH("2 component", function()
for _ in world:query(B, A) do
end
end)
BENCH("4 component", function()
for _ in world:query(D, C, B, A) do
end
end)
BENCH("8 component", function()
for _ in world:query(H, G, F, E, D, C, B, A) do
end
end)
local e = world:entity()
world:set(e, A, true)
world:set(e, B, true)
world:set(e, C, true)
world:set(e, D, true)
world:set(e, E, true)
world:set(e, F, true)
world:set(e, G, true)
world:set(e, H, true)
BENCH("Update Data", function()
for _ = 1, 100 do
world:set(e, A, false)
world:set(e, B, false)
world:set(e, C, false)
world:set(e, D, false)
world:set(e, E, false)
world:set(e, F, false)
world:set(e, G, false)
world:set(e, H, false)
end
end)
end
local D1 = ecs:component()
@ -49,9 +79,8 @@ do
local added = 0
local archetypes = {}
for i = 1, 2 ^ 12 - 2 do
for i = 1, 2 ^ 16 - 2 do
local entity = ecs:entity()
ecs:add(entity, entity)
local combination = ""
@ -102,25 +131,53 @@ end
do
TITLE(testkit.color.white_underline("Mirror query"))
local ecs = mirror.World.new() :: jecs.World
local ecs = mirror.World.new()
do
TITLE("one component in common")
local function view_bench(
world: mirror.World,
A: jecs.Id,
B: jecs.Id,
C: jecs.Id,
D: jecs.Id,
E: jecs.Id,
F: jecs.Id,
G: jecs.Id,
H: jecs.Id
)
local function view_bench(world: jecs.World, A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53)
BENCH("1 component", function()
for _ in world:query(A) do
end
end)
BENCH("2 component", function()
for _ in world:query(B, A) do
end
end)
BENCH("4 component", function()
for _ in world:query(D, C, B, A) do
end
end)
BENCH("8 component", function()
for _ in world:query(H, G, F, E, D, C, B, A) do
end
end)
local e = world:entity()
world:set(e, A, true)
world:set(e, B, true)
world:set(e, C, true)
world:set(e, D, true)
world:set(e, E, true)
world:set(e, F, true)
world:set(e, G, true)
world:set(e, H, true)
BENCH("Update Data", function()
for _ = 1, 100 do
world:set(e, A, false)
world:set(e, B, false)
world:set(e, C, false)
world:set(e, D, false)
world:set(e, E, false)
world:set(e, F, false)
world:set(e, G, false)
world:set(e, H, false)
end
end)
end
local D1 = ecs:component()
@ -133,14 +190,13 @@ do
local D8 = ecs:component()
local function flip()
return math.random() >= 0.5
return math.random() >= 0.15
end
local added = 0
local archetypes = {}
for i = 1, 2 ^ 12 - 2 do
for i = 1, 2 ^ 16 - 2 do
local entity = ecs:entity()
ecs:add(entity, entity)
local combination = ""
@ -173,9 +229,11 @@ do
ecs:set(entity, D8, { value = true })
end
if flip() then
if #combination == 7 then
added += 1
ecs:set(entity, D1, { value = true })
end
archetypes[combination] = true
end
local a = 0

View file

@ -0,0 +1,45 @@
--!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 newWorld = Matter.World.new()
local ecs = jecs.World.new()
local A, B = Matter.component(), Matter.component()
local C, D = ecs:component(), ecs:component()
return {
ParameterGenerator = function()
local matter_entities = {}
local jecs_entities = {}
local entities = {
matter = matter_entities,
jecs = jecs_entities,
}
for i = 1, 1000 do
table.insert(matter_entities, newWorld:spawn(A(), B()))
local e = ecs:entity()
ecs:set(e, C, {})
ecs:set(e, D, {})
table.insert(jecs_entities, e)
end
return entities
end,
Functions = {
Matter = function(_, entities)
for _, entity in entities.matter do
newWorld:despawn(entity)
end
end,
Jecs = function(_, entities)
for _, entity in entities.jecs do
ecs:delete(entity)
end
end,
},
}

View file

@ -0,0 +1,100 @@
--!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 newWorld = Matter.World.new()
local ecs = jecs.World.new()
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local A1 = Matter.component()
local A2 = Matter.component()
local A3 = Matter.component()
local A4 = Matter.component()
local A5 = Matter.component()
local A6 = Matter.component()
local A7 = Matter.component()
local A8 = Matter.component()
local B1 = ecr.component()
local B2 = ecr.component()
local B3 = ecr.component()
local B4 = ecr.component()
local B5 = ecr.component()
local B6 = ecr.component()
local B7 = ecr.component()
local B8 = ecr.component()
local C1 = ecs:entity()
local C2 = ecs:entity()
local C3 = ecs:entity()
local C4 = ecs:entity()
local C5 = ecs:entity()
local C6 = ecs:entity()
local C7 = ecs:entity()
local C8 = ecs:entity()
local E1 = mcs:entity()
local E2 = mcs:entity()
local E3 = mcs:entity()
local E4 = mcs:entity()
local E5 = mcs:entity()
local E6 = mcs:entity()
local E7 = mcs:entity()
local E8 = mcs:entity()
local registry2 = ecr.registry()
return {
ParameterGenerator = function()
return
end,
Functions = {
Matter = function()
local e = newWorld:spawn()
for i = 1, 5000 do
newWorld:insert(
e,
A1({ value = true }),
A2({ value = true }),
A3({ value = true }),
A4({ value = true }),
A5({ value = true }),
A6({ value = true }),
A7({ value = true }),
A8({ value = true })
)
end
end,
ECR = function()
local e = registry2.create()
for i = 1, 5000 do
registry2:set(e, B1, { value = false })
registry2:set(e, B2, { value = false })
registry2:set(e, B3, { value = false })
registry2:set(e, B4, { value = false })
registry2:set(e, B5, { value = false })
registry2:set(e, B6, { value = false })
registry2:set(e, B7, { value = false })
registry2:set(e, B8, { value = false })
end
end,
Jecs = function()
local e = ecs:entity()
for i = 1, 5000 do
ecs:set(e, C1, { value = false })
ecs:set(e, C2, { value = false })
ecs:set(e, C3, { value = false })
ecs:set(e, C4, { value = false })
ecs:set(e, C5, { value = false })
ecs:set(e, C6, { value = false })
ecs:set(e, C7, { value = false })
ecs:set(e, C8, { value = false })
end
end,
},
}

View file

@ -2,14 +2,14 @@
--!native
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.DevPackages.Matter)
local ecr = require(ReplicatedStorage.DevPackages.ecr)
local Matter = require(ReplicatedStorage.DevPackages["_Index"]["matter-ecs_matter@0.8.1"].matter)
local ecr = require(ReplicatedStorage.DevPackages["_Index"]["centau_ecr@0.8.0"].ecr)
local newWorld = Matter.World.new()
local jecs = require(ReplicatedStorage.Lib:Clone())
local mirror = require(ReplicatedStorage.mirror:Clone())
local mcs = mirror.world()
local ecs = jecs.world()
local jecs = require(ReplicatedStorage.Lib)
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local ecs = jecs.World.new()
local A1 = Matter.component()
local A2 = Matter.component()
@ -38,66 +38,97 @@ local D6 = ecs:component()
local D7 = ecs:component()
local D8 = ecs:component()
local E1 = mcs:component()
local E2 = mcs:component()
local E3 = mcs:component()
local E4 = mcs:component()
local E5 = mcs:component()
local E6 = mcs:component()
local E7 = mcs:component()
local E8 = mcs:component()
local E1 = mcs:entity()
local E2 = mcs:entity()
local E3 = mcs:entity()
local E4 = mcs:entity()
local E5 = mcs:entity()
local E6 = mcs:entity()
local E7 = mcs:entity()
local E8 = mcs:entity()
local registry2 = ecr.registry()
local function flip()
return math.random() >= 0.5
return math.random() >= 0.25
end
local N = 2 ^ 12- 2
local N = 2 ^ 16 - 2
local archetypes = {}
local hm = 0
for i = 1, N do
local id = registry2.create()
local combination = ""
local n = newWorld:spawn()
local entity = ecs:entity()
local m = mcs:entity()
if flip() then
ecs:add(entity, entity)
mcs:add(m, m)
end
if flip() then
registry2:set(id, B1, { value = true })
ecs:set(entity, D1, { value = true })
newWorld:insert(n, A1({ value = true }))
mcs:set(m, E1, { value = 2 })
ecs:set(entity, D1, {value = true})
end
if flip() then
combination ..= "B"
registry2:set(id, B2, { value = true })
ecs:set(entity, D2, { value = true })
mcs:set(m, E2, { value = 2 })
newWorld:insert(n, A2({ value = true }))
end
if flip() then
combination ..= "C"
registry2:set(id, B3, { value = true })
ecs:set(entity, D3, { value = true })
mcs:set(m, E3, { value = 2 })
newWorld:insert(n, A3({ value = true }))
end
if flip() then
combination ..= "D"
registry2:set(id, B4, { value = true })
ecs:set(entity, D4, { value = true })
mcs:set(m, E4, { value = 2 })
newWorld:insert(n, A4({ value = true }))
end
if flip() then
combination ..= "E"
registry2:set(id, B5, { value = true })
ecs:set(entity, D5, { value = true })
mcs:set(m, E5, { value = 2 })
newWorld:insert(n, A5({ value = true }))
end
if flip() then
combination ..= "F"
registry2:set(id, B6, { value = true })
ecs:set(entity, D6, { value = true })
mcs:set(m, E6, { value = 2 })
newWorld:insert(n, A6({ value = true }))
end
if flip() then
combination ..= "G"
registry2:set(id, B7, { value = true })
ecs:set(entity, D7, { value = true })
mcs:set(m, E7, { value = 2 })
newWorld:insert(n, A7({ value = true }))
end
if flip() then
combination ..= "H"
registry2:set(id, B8, { value = true })
newWorld:insert(n, A8({ value = true }))
ecs:set(entity, D8, { value = true })
mcs:set(m, E8, { value = 2 })
end
if combination:find("BCDF") then
if not archetypes[combination] then
print(combination)
end
hm += 1
end
archetypes[combination] = true
end
print("TEST", hm)
@ -109,38 +140,25 @@ end
print(count)
local mq = mcs:query(E1, E2, E3, E4)
local jq = ecs:query(D1, D2, D3, D4)
return {
ParameterGenerator = function()
return
end,
Functions = {
-- Matter = function()
-- for entityId, firstComponent in newWorld:query(A2, A4, A6, A8) do
-- end
-- end,
Matter = function()
for entityId, firstComponent in newWorld:query(A2, A4, A6, A8) do
end
end,
-- ECR = function()
-- for entityId, firstComponent in registry2:view(B2, B4, B6, B8) do
-- end
-- end,
Mirror = function()
for i = 1, 10 do
for entityId, firstComponent in mq:iter() do
end
ECR = function()
for entityId, firstComponent in registry2:view(B2, B4, B6, B8) do
end
end,
Jecs = function()
for i = 1, 10 do
for entityId, firstComponent in jq:iter() do
end
for entityId, firstComponent in ecs:query(D2, D4, D6, D8) do
end
end,
},
}

View file

@ -0,0 +1,37 @@
--!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 newWorld = Matter.World.new()
local ecs = jecs.World.new()
return {
ParameterGenerator = function()
local registry2 = ecr.registry()
return registry2
end,
Functions = {
Matter = function()
for i = 1, 1000 do
newWorld:spawn()
end
end,
ECR = function(_, registry2)
for i = 1, 1000 do
registry2.create()
end
end,
Jecs = function()
for i = 1, 1000 do
ecs:entity()
end
end,
},
}

View file

2
default.project.json Executable file → Normal file
View file

@ -1,6 +1,6 @@
{
"name": "jecs",
"tree": {
"$path": "src/jecs.luau"
"$path": "jecs.luau"
}
}

BIN
demo.rbxl Normal file

Binary file not shown.

18
demo/.config/blink Normal file
View file

@ -0,0 +1,18 @@
option ClientOutput = "../net/client.luau"
option ServerOutput = "../net/server.luau"
event UpdateTransform {
From: Server,
Type: Unreliable,
Call: SingleSync,
Poll: true,
Data: (f64, CFrame)
}
event SpawnMob {
From: Server,
Type: Reliable,
Call: SingleSync,
Poll: true,
Data: (f64, CFrame, u8)
}

6
demo/.gitignore vendored Normal file
View file

@ -0,0 +1,6 @@
# Project place file
/example.rbxlx
# Roblox Studio lock files
/*.rbxlx.lock
/*.rbxl.lock

15
demo/README.md Normal file
View file

@ -0,0 +1,15 @@
# Demo
## Build with Rojo
To build the place, run the following commands from the root of the repository:
```bash
cd demo
rojo build -o "demo.rbxl"
```
Next, open `demo.rbxl` in Roblox Studio and start the Rojo server:
```bash
rojo serve
```

76
demo/default.project.json Normal file
View file

@ -0,0 +1,76 @@
{
"name": "demo",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"$path": "src/ReplicatedStorage",
"ecs": {
"$path": "../jecs.luau"
},
"net": {
"$path": "net/client.luau"
},
"Packages": {
"$path": "Packages"
}
},
"ServerScriptService": {
"$className": "ServerScriptService",
"$path": "src/ServerScriptService",
"net": {
"$path": "net/server.luau"
}
},
"Workspace": {
"$properties": {
"FilteringEnabled": true
},
"Baseplate": {
"$className": "Part",
"$properties": {
"Anchored": true,
"Color": [
0.38823,
0.37254,
0.38823
],
"Locked": true,
"Position": [
0,
-10,
0
],
"Size": [
512,
20,
512
]
}
}
},
"Lighting": {
"$properties": {
"Ambient": [
0,
0,
0
],
"Brightness": 2,
"GlobalShadows": true,
"Outlines": false,
"Technology": "Voxel"
}
},
"SoundService": {
"$properties": {
"RespectFilteringEnabled": true
}
},
"StarterPlayer": {
"StarterPlayerScripts": {
"$path": "src/StarterPlayer/StarterPlayerScripts"
}
}
}
}

336
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--!strict
--!native
--!optimize 2
--!nolint LocalShadow
--#selene: allow(shadowing)
-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
-- This file is not meant to be edited
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
if not RunService:IsClient() then
error("Client network module can only be required from the client.")
end
local Reliable: RemoteEvent = ReplicatedStorage:WaitForChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
local Unreliable: UnreliableRemoteEvent =
ReplicatedStorage:WaitForChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
local Invocations = 0
local SendSize = 64
local SendOffset = 0
local SendCursor = 0
local SendBuffer = buffer.create(64)
local SendInstances = {}
local RecieveCursor = 0
local RecieveBuffer = buffer.create(64)
local RecieveInstances = {}
local RecieveInstanceCursor = 0
type Entry = {
value: any,
next: Entry?,
}
type Queue = {
head: Entry?,
tail: Entry?,
}
type BufferSave = {
Size: number,
Cursor: number,
Buffer: buffer,
Instances: { Instance },
}
local function Read(Bytes: number)
local Offset = RecieveCursor
RecieveCursor += Bytes
return Offset
end
local function Save(): BufferSave
return {
Size = SendSize,
Cursor = SendCursor,
Buffer = SendBuffer,
Instances = SendInstances,
}
end
local function Load(Save: BufferSave?)
if Save then
SendSize = Save.Size
SendCursor = Save.Cursor
SendOffset = Save.Cursor
SendBuffer = Save.Buffer
SendInstances = Save.Instances
return
end
SendSize = 64
SendCursor = 0
SendOffset = 0
SendBuffer = buffer.create(64)
SendInstances = {}
end
local function Invoke()
if Invocations == 255 then
Invocations = 0
end
local Invocation = Invocations
Invocations += 1
return Invocation
end
local function Allocate(Bytes: number)
local InUse = (SendCursor + Bytes)
if InUse > SendSize then
--> Avoid resizing the buffer for every write
while InUse > SendSize do
SendSize *= 1.5
end
local Buffer = buffer.create(SendSize)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
SendBuffer = Buffer
end
SendOffset = SendCursor
SendCursor += Bytes
return SendOffset
end
local function CreateQueue(): Queue
return {
head = nil,
tail = nil,
}
end
local function Pop(queue: Queue): any
local head = queue.head
if head == nil then
return
end
queue.head = head.next
return head.value
end
local function Push(queue: Queue, value: any)
local entry: Entry = {
value = value,
next = nil,
}
if queue.tail ~= nil then
queue.tail.next = entry
end
queue.tail = entry
if queue.head == nil then
queue.head = entry
end
end
local Types = {}
local Calls = table.create(256)
local Events: any = {
Reliable = table.create(256),
Unreliable = table.create(256),
}
local Queue: any = {
Reliable = table.create(256),
Unreliable = table.create(256),
}
Queue.Unreliable[0] = CreateQueue()
Queue.Reliable[0] = CreateQueue()
function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
-- Read BLOCK: 32 bytes
local BLOCK_START = Read(32)
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
local Position = Vector3.new(X, Y, Z)
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
return Value1, Value2
end
function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
-- Allocate BLOCK: 33 bytes
local BLOCK_START = Allocate(33)
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
local Vector = Value2.Position
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
local rX, rY, rZ = Value2:ToOrientation()
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
end
function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
-- Read BLOCK: 33 bytes
local BLOCK_START = Read(33)
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
local Position = Vector3.new(X, Y, Z)
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
return Value1, Value2, Value3
end
function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
-- Allocate BLOCK: 34 bytes
local BLOCK_START = Allocate(34)
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
local Vector = Value2.Position
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
local rX, rY, rZ = Value2:ToOrientation()
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
end
local function StepReplication()
if SendCursor <= 0 then
return
end
local Buffer = buffer.create(SendCursor)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
Reliable:FireServer(Buffer, SendInstances)
SendSize = 64
SendCursor = 0
SendOffset = 0
SendBuffer = buffer.create(64)
table.clear(SendInstances)
end
local Elapsed = 0
RunService.Heartbeat:Connect(function(DeltaTime: number)
Elapsed += DeltaTime
if Elapsed >= (1 / 61) then
Elapsed -= (1 / 61)
StepReplication()
end
end)
Reliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: { Instance })
RecieveCursor = 0
RecieveBuffer = Buffer
RecieveInstances = Instances
RecieveInstanceCursor = 0
local Size = buffer.len(RecieveBuffer)
while RecieveCursor < Size do
-- Read BLOCK: 1 bytes
local BLOCK_START = Read(1)
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
if Index == 0 then
Push(Queue.Reliable[0], table.pack(Types.ReadEVENT_SpawnMob()))
end
end
end)
Unreliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: { Instance })
RecieveCursor = 0
RecieveBuffer = Buffer
RecieveInstances = Instances
RecieveInstanceCursor = 0
local Size = buffer.len(RecieveBuffer)
while RecieveCursor < Size do
-- Read BLOCK: 1 bytes
local BLOCK_START = Read(1)
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
if Index == 0 then
Push(Queue.Unreliable[0], table.pack(Types.ReadEVENT_UpdateTransform()))
end
end
end)
return {
StepReplication = StepReplication,
UpdateTransform = {
Iter = function(): () -> (number, number, CFrame)
local index = 0
local queue = Queue.Unreliable[0]
return function(): (number, number, CFrame)
index += 1
local arguments = Pop(queue)
if arguments ~= nil then
return index, unpack(arguments, 1, arguments.n)
end
return
end
end,
Next = function(): () -> (number, number, CFrame)
local index = 0
local queue = Queue.Unreliable[0]
return function(): (number, number, CFrame)
index += 1
local arguments = Pop(queue)
if arguments ~= nil then
return index, unpack(arguments, 1, arguments.n)
end
return
end
end,
},
SpawnMob = {
Iter = function(): () -> (number, number, CFrame, number)
local index = 0
local queue = Queue.Reliable[0]
return function(): (number, number, CFrame, number)
index += 1
local arguments = Pop(queue)
if arguments ~= nil then
return index, unpack(arguments, 1, arguments.n)
end
return
end
end,
Next = function(): () -> (number, number, CFrame, number)
local index = 0
local queue = Queue.Reliable[0]
return function(): (number, number, CFrame, number)
index += 1
local arguments = Pop(queue)
if arguments ~= nil then
return index, unpack(arguments, 1, arguments.n)
end
return
end
end,
},
}

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--!strict
--!native
--!optimize 2
--!nolint LocalShadow
--#selene: allow(shadowing)
-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
-- This file is not meant to be edited
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
if not RunService:IsServer() then
error("Server network module can only be required from the server.")
end
local Reliable: RemoteEvent = ReplicatedStorage:FindFirstChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
if not Reliable then
local RemoteEvent = Instance.new("RemoteEvent")
RemoteEvent.Name = "BLINK_RELIABLE_REMOTE"
RemoteEvent.Parent = ReplicatedStorage
Reliable = RemoteEvent
end
local Unreliable: UnreliableRemoteEvent =
ReplicatedStorage:FindFirstChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
if not Unreliable then
local UnreliableRemoteEvent = Instance.new("UnreliableRemoteEvent")
UnreliableRemoteEvent.Name = "BLINK_UNRELIABLE_REMOTE"
UnreliableRemoteEvent.Parent = ReplicatedStorage
Unreliable = UnreliableRemoteEvent
end
local Invocations = 0
local SendSize = 64
local SendOffset = 0
local SendCursor = 0
local SendBuffer = buffer.create(64)
local SendInstances = {}
local RecieveCursor = 0
local RecieveBuffer = buffer.create(64)
local RecieveInstances = {}
local RecieveInstanceCursor = 0
type Entry = {
value: any,
next: Entry?,
}
type Queue = {
head: Entry?,
tail: Entry?,
}
type BufferSave = {
Size: number,
Cursor: number,
Buffer: buffer,
Instances: { Instance },
}
local function Read(Bytes: number)
local Offset = RecieveCursor
RecieveCursor += Bytes
return Offset
end
local function Save(): BufferSave
return {
Size = SendSize,
Cursor = SendCursor,
Buffer = SendBuffer,
Instances = SendInstances,
}
end
local function Load(Save: BufferSave?)
if Save then
SendSize = Save.Size
SendCursor = Save.Cursor
SendOffset = Save.Cursor
SendBuffer = Save.Buffer
SendInstances = Save.Instances
return
end
SendSize = 64
SendCursor = 0
SendOffset = 0
SendBuffer = buffer.create(64)
SendInstances = {}
end
local function Invoke()
if Invocations == 255 then
Invocations = 0
end
local Invocation = Invocations
Invocations += 1
return Invocation
end
local function Allocate(Bytes: number)
local InUse = (SendCursor + Bytes)
if InUse > SendSize then
--> Avoid resizing the buffer for every write
while InUse > SendSize do
SendSize *= 1.5
end
local Buffer = buffer.create(SendSize)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
SendBuffer = Buffer
end
SendOffset = SendCursor
SendCursor += Bytes
return SendOffset
end
local function CreateQueue(): Queue
return {
head = nil,
tail = nil,
}
end
local function Pop(queue: Queue): any
local head = queue.head
if head == nil then
return
end
queue.head = head.next
return head.value
end
local function Push(queue: Queue, value: any)
local entry: Entry = {
value = value,
next = nil,
}
if queue.tail ~= nil then
queue.tail.next = entry
end
queue.tail = entry
if queue.head == nil then
queue.head = entry
end
end
local Types = {}
local Calls = table.create(256)
local Events: any = {
Reliable = table.create(256),
Unreliable = table.create(256),
}
local Queue: any = {
Reliable = table.create(256),
Unreliable = table.create(256),
}
function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
-- Read BLOCK: 32 bytes
local BLOCK_START = Read(32)
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
local Position = Vector3.new(X, Y, Z)
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
return Value1, Value2
end
function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
-- Allocate BLOCK: 33 bytes
local BLOCK_START = Allocate(33)
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
local Vector = Value2.Position
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
local rX, rY, rZ = Value2:ToOrientation()
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
end
function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
-- Read BLOCK: 33 bytes
local BLOCK_START = Read(33)
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
local Position = Vector3.new(X, Y, Z)
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
return Value1, Value2, Value3
end
function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
-- Allocate BLOCK: 34 bytes
local BLOCK_START = Allocate(34)
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
local Vector = Value2.Position
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
local rX, rY, rZ = Value2:ToOrientation()
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
end
local PlayersMap: { [Player]: BufferSave } = {}
Players.PlayerRemoving:Connect(function(Player)
PlayersMap[Player] = nil
end)
local function StepReplication()
for Player, Send in PlayersMap do
if Send.Cursor <= 0 then
continue
end
local Buffer = buffer.create(Send.Cursor)
buffer.copy(Buffer, 0, Send.Buffer, 0, Send.Cursor)
Reliable:FireClient(Player, Buffer, Send.Instances)
Send.Size = 64
Send.Cursor = 0
Send.Buffer = buffer.create(64)
table.clear(Send.Instances)
end
end
RunService.Heartbeat:Connect(StepReplication)
Reliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: { Instance })
RecieveCursor = 0
RecieveBuffer = Buffer
RecieveInstances = Instances
RecieveInstanceCursor = 0
local Size = buffer.len(RecieveBuffer)
while RecieveCursor < Size do
-- Read BLOCK: 1 bytes
local BLOCK_START = Read(1)
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
end
end)
Unreliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: { Instance })
RecieveCursor = 0
RecieveBuffer = Buffer
RecieveInstances = Instances
RecieveInstanceCursor = 0
local Size = buffer.len(RecieveBuffer)
while RecieveCursor < Size do
-- Read BLOCK: 1 bytes
local BLOCK_START = Read(1)
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
end
end)
return {
StepReplication = StepReplication,
UpdateTransform = {
Fire = function(Player: Player, Value1: number, Value2: CFrame): ()
Load()
Types.WriteEVENT_UpdateTransform(Value1, Value2)
local Buffer = buffer.create(SendCursor)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
Unreliable:FireClient(Player, Buffer, SendInstances)
end,
FireAll = function(Value1: number, Value2: CFrame): ()
Load()
Types.WriteEVENT_UpdateTransform(Value1, Value2)
local Buffer = buffer.create(SendCursor)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
Unreliable:FireAllClients(Buffer, SendInstances)
end,
FireList = function(List: { Player }, Value1: number, Value2: CFrame): ()
Load()
Types.WriteEVENT_UpdateTransform(Value1, Value2)
local Buffer = buffer.create(SendCursor)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
for _, Player in List do
Unreliable:FireClient(Player, Buffer, SendInstances)
end
end,
FireExcept = function(Except: Player, Value1: number, Value2: CFrame): ()
Load()
Types.WriteEVENT_UpdateTransform(Value1, Value2)
local Buffer = buffer.create(SendCursor)
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
for _, Player in Players:GetPlayers() do
if Player == Except then
continue
end
Unreliable:FireClient(Player, Buffer, SendInstances)
end
end,
},
SpawnMob = {
Fire = function(Player: Player, Value1: number, Value2: CFrame, Value3: number): ()
Load(PlayersMap[Player])
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
PlayersMap[Player] = Save()
end,
FireAll = function(Value1: number, Value2: CFrame, Value3: number): ()
Load()
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
for _, Player in Players:GetPlayers() do
Load(PlayersMap[Player])
local Position = Allocate(Size)
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
PlayersMap[Player] = Save()
end
end,
FireList = function(List: { Player }, Value1: number, Value2: CFrame, Value3: number): ()
Load()
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
for _, Player in List do
Load(PlayersMap[Player])
local Position = Allocate(Size)
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
PlayersMap[Player] = Save()
end
end,
FireExcept = function(Except: Player, Value1: number, Value2: CFrame, Value3: number): ()
Load()
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
for _, Player in Players:GetPlayers() do
if Player == Except then
continue
end
Load(PlayersMap[Player])
local Position = Allocate(Size)
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
PlayersMap[Player] = Save()
end
end,
},
}

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@ -0,0 +1,4 @@
_G.JECS_DEBUG = true
_G.JECS_HI_COMPONENT_ID = 32
require(game:GetService("ReplicatedStorage").ecs)
return

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@ -0,0 +1,34 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local jabby = require(ReplicatedStorage.Packages.jabby)
local std = ReplicatedStorage.std
local scheduler = require(std.scheduler)
local world = require(std.world)
local function start(modules)
for _, module in modules do
require(module)
end
local events = scheduler.COLLECT()
scheduler.BEGIN(events)
jabby.set_check_function(function(player)
return true
end)
if RunService:IsClient() then
local player = game:GetService("Players").LocalPlayer
local playergui = player:WaitForChild("PlayerGui")
local client = jabby.obtain_client()
UserInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F4 then
local home = playergui:FindFirstChild("Home")
if home then
home:Destroy()
end
client.spawn_app(client.apps.home)
end
end)
end
end
return start

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@ -0,0 +1,40 @@
--!optimize 2
--!native
-- original author @centau
local FAILURE = -1
local RUNNING = 0
local SUCCESS = 1
local function SEQUENCE(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status <= RUNNING then
return status
end
end
return SUCCESS
end
end
local function FALLBACK(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status > FAILURE then
return status
end
end
return FAILURE
end
end
local bt = {
SEQUENCE = SEQUENCE,
FALLBACK = FALLBACK,
RUNNING = RUNNING,
}
return bt

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@ -0,0 +1,67 @@
--!nonstrict
--[[
local signal = Signal.new() :: Signal.Signal<string, string>
local events = collect(signal)
local function system(world)
for id, str1, str2 in events do
--
end
end
]]
--[[
original author by @memorycode
MIT License
Copyright (c) 2024 Michael
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
type Signal<T...> = { [any]: any }
local function collect<T...>(event: Signal<T...>)
local storage = {}
local mt = {}
local iter = function()
local n = #storage
return function()
if n <= 0 then
mt.__iter = nil
return nil
end
n -= 1
return n + 1, unpack(table.remove(storage, 1) :: any)
end
end
local disconnect = event:Connect(function(...)
table.insert(storage, { ... })
mt.__iter = iter
end)
setmetatable(storage, mt)
return (storage :: any) :: () -> (number, T...), function()
disconnect()
end
end
return collect

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@ -0,0 +1,30 @@
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local world = require(script.Parent.world)
type Entity<T = nil> = jecs.Entity<T>
local components: {
Character: Entity<Model>,
Mob: Entity,
Model: Entity<Model>,
Player: Entity,
Target: Entity,
Transform: Entity<{ new: CFrame, old: CFrame }>,
Velocity: Entity<number>,
Previous: Entity,
} =
{
Character = world:component(),
Mob = world:component(),
Model = world:component(),
Player = world:component(),
Target = world:component(),
Transform = world:component(),
Velocity = world:component(),
Previous = world:component(),
}
for name, component in components :: {[string]: jecs.Entity} do
world:set(component, jecs.Name, name)
end
return table.freeze(components)

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local function interval(s)
local pin
local function throttle()
if not pin then
pin = os.clock()
end
local elapsed = os.clock() - pin > s
if elapsed then
pin = os.clock()
end
return elapsed
end
return throttle
end
return interval

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local std = game:GetService("ReplicatedStorage").std
local Players = game:GetService("Players")
local scheduler = require(std.scheduler)
local PHASE = scheduler.PHASE
return {
PlayerAdded = PHASE({
event = Players.PlayerAdded
}),
PlayerRemoved = PHASE({
event = Players.PlayerRemoving
})
}

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local world = require(script.Parent.world)
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local refs: {[any]: jecs.Entity} = {}
local function fini(key): () -> ()
return function()
refs[key] = nil
end
end
local function noop() end
local function ref(key): (jecs.Entity, () -> ())
if not key then
return world:entity(), noop
end
local e = refs[key]
if not e then
e = world:entity()
refs[key] = e
end
-- Cannot cache handles because they will get invalidated
return e, fini(key)
end
return ref

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--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local jabby = require(ReplicatedStorage.Packages.jabby)
local jecs = require(ReplicatedStorage.ecs)
local pair = jecs.pair
local Name = jecs.Name
type World = jecs.World
type Entity<T = nil> = jecs.Entity<T>
type Id<T = unknown> = jecs.Id<T>
type System = {
callback: (world: World) -> (),
id: number,
}
type Systems = { System }
type Events = {
RenderStepped: Systems,
Heartbeat: Systems,
}
local world = require(script.Parent.world)
local Disabled = world:entity()
local System = world:component() :: Id<{ callback: (any) -> (), name: string}>
local DependsOn = world:entity()
local Event = world:component() :: Id<RBXScriptSignal>
local Phase = world:entity()
local PreRender = world:entity()
local Heartbeat = world:entity()
local PreAnimation = world:entity()
local PreSimulation = world:entity()
local sys: System
local dt: number
local jabby_scheduler = jabby.scheduler.create("Scheduler")
local a, b, c, d
local function run()
local id = sys.id
jabby_scheduler:run(id, sys.callback, a, b, c, d)
return nil
end
world:add(Heartbeat, Phase)
world:set(Heartbeat, Event, RunService.Heartbeat)
world:add(PreSimulation, Phase)
world:set(PreSimulation, Event, RunService.PreSimulation)
world:add(PreAnimation, Phase)
world:set(PreAnimation, Event, RunService.PreAnimation)
jabby.register({
applet = jabby.applets.world,
name = "MyWorld",
configuration = {
world = world,
},
})
jabby.register({
applet = jabby.applets.scheduler,
name = "Scheduler",
configuration = {
scheduler = jabby_scheduler,
},
})
if RunService:IsClient() then
world:add(PreRender, Phase)
world:set(PreRender, Event, (RunService :: RunService).PreRender)
end
local function begin(events: { [RBXScriptSignal]: Systems })
local connections = {}
for event, systems in events do
if not event then
continue
end
local event_name = tostring(event)
connections[event] = event:Connect(function(...)
debug.profilebegin(event_name)
for _, s in systems do
sys = s
a, b, c, d = ...
for _ in run do
break
end
end
debug.profileend()
end)
end
return connections
end
local function scheduler_collect_systems_under_phase_recursive(systems, phase: Entity)
local phase_name = world:get(phase, Name)
for _, s in world:query(System):with(pair(DependsOn, phase)) do
table.insert(systems, {
id = jabby_scheduler:register_system({
name = s.name,
phase = phase_name,
} :: any),
callback = s.callback,
})
end
for after in world:query(Phase):with(pair(DependsOn, phase)):iter() do
scheduler_collect_systems_under_phase_recursive(systems, after)
end
end
local function scheduler_collect_systems_under_event(event)
local systems = {}
scheduler_collect_systems_under_phase_recursive(systems, event)
return systems
end
local function scheduler_collect_systems_all()
local events = {}
for phase, event in world:query(Event):with(Phase) do
events[event] = scheduler_collect_systems_under_event(phase)
end
return events
end
local function scheduler_phase_new(d: { after: Entity?, event: RBXScriptSignal? })
local phase = world:entity()
world:add(phase, Phase)
local after = d.after
if after then
local dependency = pair(DependsOn, after :: Entity)
world:add(phase, dependency)
end
local event = d.event
if event then
world:set(phase, Event, event)
end
return phase
end
local function scheduler_systems_new(callback: (any) -> (), phase: Entity?)
local system = world:entity()
world:set(system, System, { callback = callback, name = debug.info(callback, "n") })
local depends_on = DependsOn :: jecs.Entity
local p: Entity = phase or Heartbeat
world:add(system, pair(depends_on, p))
return system
end
return {
SYSTEM = scheduler_systems_new,
BEGIN = begin,
PHASE = scheduler_phase_new,
COLLECT = scheduler_collect_systems_all,
phases = {
Heartbeat = Heartbeat,
PreSimulation = PreSimulation,
PreAnimation = PreAnimation,
PreRender = PreRender
}
}

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local jecs = require(game:GetService("ReplicatedStorage").ecs)
-- I like the idea of only having the world be a singleton.
return jecs.World.new() :: jecs.World

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local start = require(ReplicatedStorage.start)
start(script.Parent:WaitForChild("systems"):GetChildren())

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--!optimize 2
--!native
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(game:GetService("ServerScriptService").net)
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local ref = require(std.ref)
local interval = require(std.interval)
local world = require(std.world)
local cts = require(std.components)
local Mob = cts.Mob
local Transform = cts.Transform
local Velocity = cts.Velocity
local Player = cts.Player
local Character = cts.Character
local characters = world
:query(Character)
:with(Player)
:cached()
local moving_mobs = world
:query(Transform, Velocity)
:with(Mob)
:cached()
local function mobsMove(dt: number)
local targets = {}
for _, character in characters do
table.insert(targets, (character.PrimaryPart :: Part).Position)
end
for mob, transform, v in moving_mobs do
local cf = transform.new
local p = cf.Position
local target
local closest
for _, pos in targets do
local distance = (p - pos).Magnitude
if not target or distance < closest then
target = pos
closest = distance
end
end
if not target then
continue
end
local moving = CFrame.new(p + (target - p).Unit * dt * v)
transform.new = moving
blink.UpdateTransform.FireAll(mob, moving)
end
end
local throttle = interval(5)
local function spawnMobs()
if throttle() then
local p = Vector3.new(0, 5, 0)
local cf = CFrame.new(p)
local v = 5
local e = world:entity()
world:set(e, Velocity, v)
world:set(e, Transform, { new = cf })
world:add(e, Mob)
blink.SpawnMob.FireAll(e, cf, v)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(spawnMobs)
scheduler.SYSTEM(mobsMove)
return 0

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local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local std = ReplicatedStorage.std
local ref = require(std.ref)
local collect = require(std.collect)
local cts = require(std.components)
local world = require(std.world)
local Player = cts.Player
local Character = cts.Character
local conn = {}
local function playersAdded(player: Player)
local e = ref(player.UserId)
world:set(e, Player, player)
local characterAdd = player.CharacterAdded
conn[e] = characterAdd:Connect(function(rig)
while rig.Parent ~= workspace do
task.wait()
end
world:set(e, Character, rig)
end)
end
local function playersRemoved(player: Player)
local e = ref(player.UserId)
world:clear(e)
local connection = conn[e]
connection:Disconnect()
conn[e] = nil
end
local scheduler = require(std.scheduler)
local phases = require(std.phases)
scheduler.SYSTEM(playersAdded, phases.PlayerAdded)
scheduler.SYSTEM(playersRemoved, phases.PlayerRemoved)
return 0

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local start = require(ReplicatedStorage.start)
start(script.Parent:WaitForChild("systems"):GetChildren())

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--!optimize 2
--!native
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local world = require(std.world)
local Position = world:component() :: jecs.Entity<vector>
local Previous = jecs.Rest
local pre = jecs.pair(Position, Previous)
local added = world
:query(Position)
:without(pre)
:cached()
local changed = world
:query(Position, pre)
:cached()
local removed = world
:query(pre)
:without(Position)
:cached()
local children = {}
for i = 1, 10 do
local e = world:entity()
world:set(e, Position, vector.create(i, i, i))
table.insert(children, e)
end
local function flip()
return math.random() > 0.5
end
local function system()
for i, child in children do
world:set(child, Position, vector.create(i,i,i))
end
for e, p in added:iter() do
world:set(e, pre, p)
end
for i, child in children do
if flip() then
world:set(child, Position, vector.create(i + 1, i + 1, i + 1))
end
end
for e, new, old in changed:iter() do
if new ~= old then
world:set(e, pre, new)
end
end
for i, child in children do
world:remove(child, Position)
end
for e in removed:iter() do
world:remove(e, pre)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(system)
return 0

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--!optimize 2
--!native
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local world = require(std.world)
local Position = world:component() :: jecs.Entity<vector>
local Previous = jecs.Rest
local pre = jecs.pair(Position, Previous)
local added = world
:query(Position)
:without(pre)
:cached()
local changed = world
:query(Position, pre)
:cached()
local removed = world
:query(pre)
:without(Position)
:cached()
local children = {}
for i = 1, 10 do
local e = world:entity()
world:set(e, Position, vector.create(i, i, i))
table.insert(children, e)
end
local function flip()
return math.random() > 0.5
end
local entity_index = world.entity_index
local function copy(archetypes, id)
for _, archetype in archetypes do
local to = jecs.archetype_traverse_add(world, pre, archetype)
local columns = to.columns
local records = to.records
local old = columns[records[pre].column]
local new = columns[records[id].column]
if to ~= archetype then
for _, entity in archetype.entities do
local r = jecs.entity_index_try_get_fast(entity_index, entity)
jecs.entity_move(entity_index, entity, r, to)
end
end
table.move(new, 1, #new, 1, old)
end
end
local function system2()
for i, child in children do
world:set(child, Position, vector.create(i,i,i))
end
for e, p in added:iter() do
end
copy(added:archetypes(), Position)
for i, child in children do
if flip() then
world:set(child, Position, vector.create(i + 1, i + 1, i + 1))
end
end
for e, new, old in changed:iter() do
if new ~= old then
end
end
copy(changed:archetypes(), Position)
for i, child in children do
world:remove(child, Position)
end
for e in removed:iter() do
world:remove(e, pre)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(system2)
return 0

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(ReplicatedStorage.net)
local std = ReplicatedStorage.std
local world = require(std.world)
local ref = require(std.ref)
local cts = require(std.components)
local Model = cts.Model
local Transform = cts.Transform
local moved_models = world:query(Model, Transform):cached()
local updated_models = {}
local i = 0
local function processed(n)
i += 1
if i > n then
i = 0
return true
end
return false
end
local function move(dt: number)
for entity, model in moved_models do
if updated_models[entity] then
updated_models[entity] = nil
model.PrimaryPart.CFrame = transform
end
end
end
local function syncTransforms()
for _, id, cf in blink.UpdateTransform.Iter() do
local e = ref("server-" .. tostring(id))
world:set(e, Transform, cf)
moved_models[e] = true
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(move)
scheduler.SYSTEM(syncTransforms)
return 0

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(ReplicatedStorage.net)
local std = ReplicatedStorage.std
local ref = require(std.ref)
local world = require(std.world)
local cts = require(std.components)
local function syncMobs()
for _, id, cf, vel in blink.SpawnMob.Iter() do
local part = Instance.new("Part")
part.Size = Vector3.one * 5
part.BrickColor = BrickColor.Red()
part.Anchored = true
local model = Instance.new("Model")
model.PrimaryPart = part
part.Parent = model
model.Parent = workspace
local e = ref("server-" .. tostring(id))
world:set(e, cts.Transform, { new = cf, old = cf })
world:set(e, cts.Velocity, vel)
world:set(e, cts.Model, model)
world:add(e, cts.Mob)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(syncMobs)
return 0

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local std = ReplicatedStorage.std
local world = require(std.world)
local A = world:component()
local B = world:component()
local C = world:component()
local D = world:component()
local function flip()
return math.random() >= 0.15
end
for i = 1, 2^8 do
local e = world:entity()
if flip() then
world:set(e, A, true)
end
if flip() then
world:set(e, B, true)
end
if flip() then
world:set(e, C, true)
end
if flip() then
world:set(e, D, true)
end
end
local function uncached()
for _ in world:query(A, B, C, D) do
end
end
local q = world:query(A, B, C, D):cached()
local function cached()
for _ in q do
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(uncached)
scheduler.SYSTEM(cached)
return 0

8
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[package]
name = "marcus/demo"
version = "0.1.0"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
[dependencies]
jabby = "alicesaidhi/jabby@0.2.0-rc.9"

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import { defineConfig } from 'vitepress'
// https://vitepress.dev/reference/site-config
export default defineConfig({
title: "Jecs",
base: "/jecs/",
description: "A VitePress Site",
themeConfig: {
// https://vitepress.dev/reference/default-theme-config
nav: [
{ text: 'Learn', link: '/' },
{ text: 'API', link: '/api/jecs.md' },
{ text: 'Examples', link: 'https://github.com/Ukendio/jecs/tree/main/examples' },
],
sidebar: {
"/api/": [
{
text: "API reference",
items: [
{ text: "jecs", link: "/api/jecs" },
{ text: "World", link: "/api/world" },
{ text: "Query", link: "/api/query" }
]
}
],
"/learn/": [
{
text: "Introduction",
items: [
{ text: 'Getting Started', link: '/learn/overview/get-started' },
{ text: 'First Jecs Project', link: '/learn/overview/first-jecs-project' }
]
},
{
text: 'Concepts',
items: [
{ text: 'Entities and Components', link: '/learn/concepts/entities-and-components' },
{ text: 'Queries', link: '/learn/concepts/queries' },
{ text: 'Relationships', link: '/learn/concepts/relationships' },
{ text: 'Component Traits', link: 'learn/concepts/component-traits' },
{ text: 'Addons', link: '/learn/concepts/addons' }
]
},
{
text: "FAQ",
items: [
{ text: 'How can I contribute?', link: '/learn/faq/contributing' }
]
},
],
"/contributing/": [
{
text: 'Contributing',
items: [
{ text: 'Contribution Guidelines', link: '/learn/contributing/guidelines' },
{ text: 'Submitting Issues', link: '/learn/contributing/issues' },
{ text: 'Submitting Pull Requests', link: '/learn/contributing/pull-requests' },
]
}
]
},
socialLinks: [
{ icon: 'github', link: 'https://github.com/ukendio/jecs' }
]
}
})

50
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# Jecs
Jecs. Just an Entity Component System.
# Properties
## World
```luau
jecs.World: World
```
A world is a container of all ECS data. Games can have multiple worlds but component IDs may conflict between worlds. Ensure to register the same component IDs in the same order for each world.
## Wildcard
```luau
jecs.Wildcard: Entity
```
Builtin component type. This ID is used for wildcard queries.
## Component
```luau
jecs.Component: Entity
```
Builtin component type. Every ID created with [world:component()](world.md#component()) has this type added to it. This is meant for querying every component ID.
## ChildOf
```luau
jecs.ChildOf: Entity
```
Builtin component type. This ID is for creating parent-child hierarchies.
## Rest
```luau
jecs.Rest: Entity
```
# Functions
## pair()
```luau
function jecs.pair(
first: Entity, -- The first element of the pair, referred to as the relationship of the relationship pair.
object: Entity, -- The second element of the pair, referred to as the target of the relationship pair.
): number -- Returns the ID with those two elements
```
::: info
Note that while relationship pairs can be used as components, meaning you can add data with it as an ID, however they cannot be used as entities. Meaning you cannot add components to a pair as the source of a binding.
:::

110
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# Query
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components.
# Methods
## iter
Returns an iterator that can be used to iterate over the query.
```luau
function Query:iter(): () -> (Entity, ...)
```
## with
Adds components (IDs) to query with, but will not use their data. This is useful for Tags or generally just data you do not care for.
```luau
function Query:with(
...: Entity -- The IDs to query with
): Query
```
Example:
::: code-group
```luau [luau]
for id, position in world:query(Position):with(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [id, position] of world.query(Position).with(Velocity)) {
// Do something
}
```
:::
:::info
Put the IDs inside of `world:query()` instead if you need the data.
:::
## without
Removes entities with the provided components from the query.
```luau
function Query:without(
...: Entity -- The IDs to filter against.
): Query -- Returns the Query
```
Example:
::: code-group
```luau [luau]
for entity, position in world:query(Position):without(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [entity, position] of world.query(Position).without(Velocity)) {
// Do something
}
```
:::
## archetypes
Returns the matching archetypes of the query.
```luau
function Query:archetypes(): { Archetype }
```
Example:
```luau [luau]
for i, archetype in world:query(Position, Velocity):archetypes() do
local columns = archetype.columns
local field = archetype.records
local P = field[Position]
local V = field[Velocity]
for row, entity in archetype.entities do
local position = columns[P][row]
local velocity = columns[V][row]
-- Do something
end
end
```
:::info
This function is meant for people who want to really customize their query behaviour at the archetype-level
:::
## cached
Returns a cached version of the query. This is useful if you want to iterate over the same query multiple times.
```luau
function Query:cached(): Query -- Returns the cached Query
```

500
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# World
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components and to perform different kinds of operations on them.
# Functions
## new
`World` utilizes a class, meaning JECS allows you to create multiple worlds.
```luau
function World.new(): World
```
Example:
::: code-group
```luau [luau]
local world = jecs.World.new()
local myOtherWorld = jecs.World.new()
```
```ts [typescript]
import { World } from "@rbxts/jecs";
const world = new World();
const myOtherWorld = new World();
```
:::
# Methods
## entity
Creates a new entity.
```luau
function World:entity(): Entity
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
```
```ts [typescript]
const entity = world.entity();
```
:::
## component
Creates a new component. Do note components are entities as well, meaning JECS allows you to add other components onto them.
These are meant to be added onto other entities through `add` and `set`
```luau
function World:component<T>(): Entity<T> -- The new componen.
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number> -- Typecasting this will allow us to know what kind of data the component holds!
```
```ts [typescript]
const Health = world.component<number>();
```
:::
## get
Returns the data present in the component that was set in the entity. Will return nil if the component was a tag or is not present.
```luau
function World:get<T>(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to fetch
): T?
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
-- Outputs:
-- 100
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
// Outputs:
// 100
```
:::
## has
Returns whether an entity has a component (ID). Useful for checking if an entity has a tag or if you don't care of the data that is inside the component.
```luau
function World:has(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to check
): boolean
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local Ragdolled = world:entity() -- This is a tag, meaning it won't contain data
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
world:add(Entity, Ragdolled)
print(world:has(Entity, Health))
print(world:has(Entity, IsMoving)
print(world:get(Entity, Ragdolled))
print(world:has(Entity, Ragdolled))
-- Outputs:
-- true
-- false
-- nil
-- true
```
```ts [typescript]
const IsMoving = world.component();
const Ragdolled = world.entity(); // This is a tag, meaning it won't contain data
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
world.add(Entity, Ragdolled);
print(world.has(Entity, Health));
print(world.has(Entity, IsMoving));
print(world.get(Entity, Ragdolled));
print(world.has(Entity, Ragdolled));
// Outputs:
// true
// false
// nil
// true
```
:::
## add
Adds a component (ID) to the entity. Useful for adding a tag to an entity, as this adds the component to the entity without any additional values inside
```luau
function World:add(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to add
): void
```
::: info
This function is idempotent, meaning if the entity already has the id, this operation will have no side effects.
:::
## set
Adds or changes data in the entity's component.
```luau
function World:set(
entity: Entity, -- The entity
id: Entity<T>, -- The component ID to set
data: T -- The data of the component's type
): void
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
world:set(Entity, Health, 50)
print(world:get(Entity, Health))
-- Outputs:
-- 100
-- 50
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
world.set(Entity, Health, 50);
print(world.get(Entity, Health));
// Outputs:
// 100
// 50
```
:::
## query
Creates a [`query`](query) with the given components (IDs). Entities that satisfies the conditions of the query will be returned and their corresponding data.
```luau
function World:query(
...: Entity -- The components to query with
): Query
```
Example:
::: code-group
```luau [luau]
-- Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for entity, position, velocity in world:query(Position, Velocity) do
end
```
```ts [typescript]
// Roblox-TS allows to deconstruct tuples on the act like if they were arrays!
// Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for (const [entity, position, velocity] of world.query(Position, Velocity) {
// Do something
}
```
:::
:::info
Queries are uncached by default, this is generally very cheap unless you have high fragmentation from e.g. relationships.
:::
## target
Get the target of a relationship.
This will return a target (second element of a pair) of the entity for the specified relationship. The index allows for iterating through the targets, if a single entity has multiple targets for the same relationship.
If the index is larger than the total number of instances the entity has for the relationship or if there is no pair with the specified relationship on the entity, the operation will return nil.
```luau
function World:target(
entity: Entity, -- The entity
relation: Entity, -- The relationship between the entity and the target
nth: number, -- The index
): Entity? -- The target for the relationship at the specified index.
```
## parent
Get parent (target of ChildOf relationship) for entity. If there is no ChildOf relationship pair, it will return nil.
```luau
function World:parent(
child: Entity -- The child ID to find the parent of
): Entity? -- Returns the parent of the child
```
This operation is the same as calling:
```luau
world:target(entity, jecs.ChildOf, 0)
```
## contains
Checks if an entity or component (id) exists in the world.
```luau
function World:contains(
entity: Entity,
): boolean
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:contains(entity))
print(world:contains(1))
print(world:contains(2))
-- Outputs:
-- true
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.contains(entity));
print(world.contains(1));
print(world.contains(2));
// Outputs:
// true
// true
// false
```
:::
## remove
Removes a component (ID) from an entity
```luau
function World:remove(
entity: Entity,
component: Entity<T>
): void
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local entity = world:entity()
world:add(entity, IsMoving)
print(world:has(entity, IsMoving))
world:remove(entity, IsMoving)
print(world:has(entity, IsMoving))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const IsMoving = world.component();
const entity = world.entity();
world.add(entity, IsMoving);
print(world.has(entity, IsMoving));
world.remove(entity, IsMoving);
print(world.has(entity, IsMoving));
// Outputs:
// true
// false
```
:::
## delete
Deletes an entity and all of its related components and relationships.
```luau
function World:delete(
entity: Entity
): void
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:has(entity))
world:delete(entity)
print(world:has(entity))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.has(entity));
world.delete(entity);
print(world.has(entity));
// Outputs:
// true
// false
```
:::
## clear
Clears all of the components and relationships of the entity without deleting it.
```luau
function World:clear(
entity: Entity
): void
```
## each
Iterate over all entities with the specified component.
Useful when you only need the entity for a specific ID and you want to avoid creating a query.
```luau
function World:each(
id: Entity -- The component ID
): () -> Entity
```
Example:
::: code-group
```luau [luau]
local id = world:entity()
for entity in world:each(id) do
-- Do something
end
```
```ts [typescript]
const id = world.entity();
for (const entity of world.each(id)) {
// Do something
}
```
:::
## children
Iterate entities in root of parent
```luau
function World:children(
parent: Entity -- The parent entity
): () -> Entity
```
This is the same as calling:
```luau
world:each(pair(ChildOf, parent))
```

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## TODO
This is a TODO stub.

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@ -0,0 +1,3 @@
## TODO
This is a TODO stub.

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## TODO
This is a TODO stub.

29
docs/index.md Normal file
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---
# https://vitepress.dev/reference/default-theme-home-page
layout: home
hero:
name: "Jecs"
tagline: Just a stupidly fast ECS
image:
src: /jecs_logo.svg
alt: Jecs logo
actions:
- theme: brand
text: Get Started
link: learn/overview/get-started.md
- theme: alt
text: API References
link: /api/jecs.md
features:
- title: Stupidly Fast
icon: 🔥
details: Iterates 500,000 entities at 60 frames per second.
- title: Strictly Typed API
icon: 🔒
details: Has typings for both Luau and Typescript.
- title: Zero-Dependencies
icon: 📦
details: Jecs doesn't rely on anything other than itself.
---

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@ -0,0 +1,28 @@
# Addons
A collection of third-party jecs addons made by the community. If you would like to share what you're working on, [submit a pull request](https://github.com/Ukendio/jecs)!
# Debuggers
## [jabby](https://github.com/alicesaidhi/jabby)
A jecs debugger with a string-based query language and entity editing capabilities.
# Schedulers
## [lockstep scheduler](https://gist.github.com/1Axen/6d4f78b3454cf455e93794505588354b)
A simple fixed step system scheduler.
## [rubine](https://github.com/Mark-Marks/rubine)
An ergonomic, runtime agnostic scheduler for Jecs
## [jam](https://github.com/revvy02/Jam)
Provides hooks and a scheduler that implements jabby and a topographical runtime
## [planck](https://github.com/YetAnotherClown/planck)
An agnostic scheduler inspired by Bevy and Flecs, with core features including phases, pipelines, run conditions, and startup systems.
Planck also provides plugins for Jabby, Matter Hooks, and more.

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# Component Traits
Component traits are IDs and pairs that can be added to components to modify their behavior. Although it is possible to create custom traits, this manual only contains an overview of all builtin component traits supported by Jecs.
# Component
Every (component) ID comes with a `Component` which helps with the distinction between normal entities and component IDs.
# Tag
A (component) ID can be marked with `Tag´ in which the component will never contain any data. This allows for zero-cost components which improves performance for structural changes.
# Hooks
Hooks are part of the "interface" of a component. You could consider hooks as the counterpart to OOP methods in ECS. They define the behavior of a component, but can only be invoked through mutations on the component data. You can only configure a single `OnAdd`, `OnRemove` and `OnSet` hook per component, just like you can only have a single constructor and destructor.
## Examples
::: 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, OnSet, function(entity, value)
-- A transform component has been assigned/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, OnSet, (entity, value) => {
// A transform component has been assigned/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
## Examples
The following examples show how to use cleanup traits
### (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);
```
:::
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2ComponentTraits.html)

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# Entities and Components
## 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 identifier without any data
## 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. 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. An example:
::: code-group
```luau [luau]
local Position = world:component() :: jecs.Entity<Vector3>
print(world:has(Position, jecs.Component))
```
```typescript [typescript]
const Position = world.component<Vector3>();
print(world.has(Position, jecs.Component));
```
:::
All of the APIs that apply to regular entities also apply to component entities. This means it is possible to contexualize components with logic by adding traits to components
::: code-group
```luau [luau]
local Networked = world:component()
local Type = world:component()
local Name = world:component()
local Position = world:component() :: jecs.Entity<Vector3>
world:add(Position, Networked)
world:set(Position, Name, "Position")
world:set(Position, Type, { size = 12, type = "Vector3" } ) -- 12 bytes to represent a Vector3
for id, ty, name in world:query(Type, Name, Networked) do
local batch = {}
for entity, data in world:query(id) do
table.insert(batch, { entity = entity, data = data })
end
-- entities are sized f64
local packet = buffer.create(#batch * (8 + ty.size))
local offset = 0
for _, entityData in batch do
offset+=8
buffer.writef64(packet, offset, entityData.entity)
if ty.type == "Vector3" then
local vec3 = entity.data :: Vector3
offset += 4
buffer.writei32(packet, offset, vec3.X)
offset += 4
buffer.writei32(packet, offset, vec3.Y)
offset += 4
buffer.writei32(packet, offset, vec3.Z)
end
end
updatePositions:FireServer(packet)
end
```
```typescript [typescript]
const Networked = world.component();
const Type = world.component();
const Name = world.component();
const Position = world.component<Vector3>();
world.add(Position, Networked);
world.set(Position, Name, "Position");
world.set(Position, Type, { size: 12, type: "Vector3" }); // 12 bytes to represent a Vector3
for (const [id, ty, name] of world.query(Type, Name, Networked)) {
const batch = new Array<{ entity: Entity; data: unknown }>();
for (const [entity, data] of world.query(id)) {
batch.push({ entity, data });
}
// entities are sized f64
const packet = buffer.create(batch.size() * (8 + ty.size));
const offset = 0;
for (const [_, entityData] of batch) {
offset += 8;
buffer.writef64(packet, offset, entityData.entity);
if (ty.type == "Vector3") {
const vec3 = entity.data as Vector3;
offset += 4;
buffer.writei32(packet, offsetm, vec3.X);
offset += 4;
buffer.writei32(packet, offset, vec3.Y);
offset += 4;
buffer.writei32(packet, offset, vec3.Z);
}
}
updatePositions.FireServer(packet);
}
```
:::
## 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);
```
:::

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# Queries
## Introductiuon
Queries enable games to quickly find entities that satifies provided conditions.
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 70-80% 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 have a higher RAM utilization, whereas uncached queries have very little overhead and are stateless.
- 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.
## Creating Queries
This section explains how to create queries in the different language bindings.
:::code-group
```luau [luau]
for _ in world:query(Position, Velocity) do end
```
```typescript [typescript]
for (const [_] of world.query(Position, Velocity)) {
}
```
:::
### 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.md).
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. |
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2Queries.html)

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# 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
This section goes over the performance implications of using relationships.
### Introduction
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.
### Id ranges
Jecs reserves entity ids under a threshold (HI_COMPONENT_ID, default is 256) for components. This low id range is used by the storage to more efficiently encode graph edges between archetypes. Graph edges for components with low ids use direct array indexing, whereas graph edges for high ids use a hashmap. Graph edges are used to find the next archetype when adding/removing component ids, and are a contributing factor to the performance overhead of add/remove operations.
Because of the way pair IDs are encoded, a pair will never be in the low id range. This means that adding/removing a pair ID always uses a hashmap to find the next archetype. This introduces a small overhead.
### 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).

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## TODO
This is a TODO stub.

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# First Jecs project
Now that you have installed Jecs, you can create your [World](https://ukendio.github.io/jecs/api/world.html).
:::code-group
```luau [luau]
local jecs = require(path/to/jecs)
local world = jecs.World.new()
```
```typescript [typescript]
import { World } from "@rbxts/jecs"
const world = new World()
```
:::
Let's create a couple components.
:::code-group
```luau [luau]
local jecs = require(path/to/jecs)
local world = jecs.World.new()
local Position = world:component()
local Velocity = world:component()
```
```typescript [typescript]
import { World } from "@rbxts/jecs"
const world = new World()
const Position = world.component()
const Velocity = world.component()
```
:::
Systems can be as simple as a query in a function or a more contextualized construct. Let's make a system that moves an entity and decelerates over time.
:::code-group
```luau [luau]
local jecs = require(path/to/jecs)
local world = jecs.World.new()
local Position = world:component()
local Velocity = world:component()
for id, position, velocity in world:query(Position, Velocity) do
world:set(id, Position, position + velocity)
world:set(id, Velocity, velocity * 0.9)
end
```
```typescript [typescript]
import { World } from "@rbxts/jecs"
const world = new World()
const Position = world.component()
const Velocity = world.component()
for (const [id, position, velocity] of world.query(Position, Velocity)) {
world.set(id, Position, position.add(velocity))
world.set(id, Velocity, velocity.mul(0.9))
}
```
:::
## Where To Get Help
If you are encountering problems, there are resources for you to get help:
- [Roblox OSS Discord server](https://discord.gg/h2NV8PqhAD) has a [#jecs](https://discord.com/channels/385151591524597761/1248734074940559511) thread under the [#projects](https://discord.com/channels/385151591524597761/1019724676265676930) channel
- [Open an issue](https://github.com/ukendio/jecs/issues) if you run into bugs or have feature requests
- Dive into the nitty gritty in the [thesis paper](https://raw.githubusercontent.com/Ukendio/jecs/main/thesis/drafts/1/paper.pdf)

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# Getting Started
## Installation
### Installing Standalone
Navigate to the [releases page](https://github.com/Ukendio/jecs/releases) and download `jecs.rbxm` from the assets.
![jecs.rbxm](rbxm.png)
### Using Wally
Add the following to your wally configuration:
::: code-group
```toml [wally.toml]
jecs = "ukendio/jecs@0.5.3"
```
:::
### Using npm (roblox-ts)
Use one of the following commands on your root project directory:
::: code-group
```bash [npm]
npm i https://github.com/Ukendio/jecs.git
```
```bash [yarn]
yarn add https://github.com/Ukendio/jecs.git
```
```bash [pnpm]
pnpm add https://github.com/Ukendio/jecs.git
```
:::
## Example Usage
::: code-group
```luau [Luau]
local world = jecs.World.new()
local pair = jecs.pair
local Wildcard = jecs.Wildcard
local Name = world:component()
local function getName(e)
return world:get(e, Name)
end
local Eats = world:component()
-- Relationship objects
local Apples = world:component()
-- components are entities, so you can add components to components
world:set(Apples, Name, "apples")
local Oranges = world:component()
world:set(Oranges, Name, "oranges")
local bob = world:entity()
-- Pairs can be constructed from two entities
world:set(bob, pair(Eats, Apples), 10)
world:set(bob, pair(Eats, Oranges), 5)
world:set(bob, Name, "bob")
local alice = world:entity()
world:set(alice, pair(Eats, Apples), 4)
world:set(alice, Name, "alice")
for id, amount in world:query(pair(Eats, Wildcard)) do
-- get the second target of the pair
local food = world:target(id, Eats)
print(string.format("%s eats %d %s", getName(id), amount, getName(food)))
end
-- Output:
-- bob eats 10 apples
-- bob eats 5 pears
-- alice eats 4 apples
```
```ts [Typescript]
import { Wildcard, pair, World } from "@rbxts/jecs"
const world = new World()
const Name = world.component()
function getName(e) {
return world.get(e, Name)
}
const Eats = world.component()
// Relationship objects
const Apples = world.component()
// components are entities, so you can add components to components
world.set(Apples, Name, "apples")
const Oranges = world.component()
world.set(Oranges, Name, "oranges")
const bob = world.entity()
// Pairs can be constructed from two entities
world.set(bob, pair(Eats, Apples), 10)
world.set(bob, pair(Eats, Oranges), 5)
world.set(bob, Name, "bob")
const alice = world.entity()
world.set(alice, pair(Eats, Apples), 4)
world.set(alice, Name, "alice")
for (const [id, amount] of world.query(pair(Eats, Wildcard))) {
// get the second target of the pair
const food = world:target(id, Eats)
print(string.format("%s eats %d %s", getName(id), amount, getName(food)))
}
// Output:
// bob eats 10 apples
// bob eats 5 pears
// alice eats 4 apples
```

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# Examples
This folder contains code examples for the Luau/Typescript APIs.
## Run with Luau
To run the examples with Luau, run the following commands from the root of the repository:
```sh
cd examples/luau
luau path/to/file.luau
```

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@ -1,19 +1,15 @@
local jecs = require("@jecs")
local world = jecs.world()
local world = jecs.World.new()
local Position = world:component() :: jecs.Id<vector>
local Position = world:component()
local Walking = world:component()
local Name = world:component() :: jecs.Id<string>
local function name(e: jecs.Entity): string
return assert(world:get(e, Name))
end
local Name = world:component()
-- Create an entity with name Bob
local bob = world:entity()
-- The set operation finds or creates a component, and sets it.
world:set(bob, Position, vector.create(10, 20, 30))
world:set(bob, Position, Vector3.new(10, 20, 30))
-- Name the entity Bob
world:set(bob, Name, "Bob")
-- The add operation adds a component without setting a value. This is
@ -22,16 +18,15 @@ world:add(bob, Walking)
-- Get the value for the Position component
local pos = world:get(bob, Position)
assert(pos)
print(`\{{pos.x}, {pos.y}, {pos.z}\}`)
print(`\{{pos.X}, {pos.Y}, {pos.Z}\}`)
-- Overwrite the value of the Position component
world:set(bob, Position, vector.create(40, 50, 60))
world:set(bob, Position, Vector3.new(40, 50, 60))
local alice = world:entity()
-- Create another named entity
world:set(alice, Name, "Alice")
world:set(alice, Position, vector.create(10, 20, 30))
world:set(alice, Position, Vector3.new(10, 20, 30))
world:add(alice, Walking)
-- Remove tag
@ -39,7 +34,7 @@ world:remove(alice, Walking)
-- Iterate all entities with Position
for entity, p in world:query(Position) do
print(`{name(entity)}: \{{p.x}, {p.y}, {p.z}\}`)
print(`{entity}: \{{p.X}, {p.Y}, {p.Z}\}`)
end
-- Output:

View file

@ -13,9 +13,8 @@ world:set(Model, jecs.OnRemove, function(entity)
model:Destroy()
end)
world:set(Model, jecs.OnAdd, function(entity, id, model)
-- OnAdd is invoked after the data has been assigned.
-- This hook only fires the first time the component is added.
world:set(Model, jecs.OnSet, function(entity, model)
-- OnSet is invoked after the data has been assigned.
-- It also returns the data for faster access.
-- There may be some logic to do some side effects on reassignments
model:SetAttribute("entityId", entity)

View file

@ -1,5 +1,5 @@
local jecs = require("@jecs")
local world = jecs.world()
local world = jecs.World.new()
local Position = world:component()
local Velocity = world:component()

View file

@ -1,16 +1,19 @@
local jecs = require("@jecs")
local pair = jecs.pair
local world = jecs.world()
local Name = world:component() :: jecs.Id<string>
local world = jecs.World.new()
local Name = world:component()
local function name(e: jecs.Entity): string
return assert(world:get(e, Name))
local function named(ctr, name)
local e = ctr(world)
world:set(e, Name, name)
return e
end
local function name(e)
return world:get(e, Name)
end
local Position = world:component() :: jecs.Id<vector>
world:set(Position, Name, "Position")
local Position = named(world.component, "Position") :: jecs.Entity<vector>
local Previous = jecs.Rest
local added = world
@ -26,14 +29,10 @@ local removed = world
:cached()
local e1 = world:entity()
world:set(e1, Name, "e1")
local e1 = named(world.entity, "e1")
world:set(e1, Position, vector.create(10, 20, 30))
local e2 = world:entity()
world:set(e2, Name, "e2")
local e2 = named(world.entity, "e2")
world:set(e2, Position, vector.create(10, 20, 30))
for entity, p in added do
print(`Added {name(entity)}: \{{p.x}, {p.y}, {p.z}}`)
world:set(entity, pair(Previous, Position), p)
@ -41,10 +40,10 @@ end
world:set(e1, Position, vector.create(999, 999, 1998))
for entity, new, old in changed do
for _, archetype in changed:archetypes() do
if new ~= old then
print(`{name(entity)}'s Position changed from \{{old.x}, {old.y}, {old.z}\} to \{{new.x}, {new.y}, {new.z}\}`)
world:set(entity, pair(Previous, Position), new)
print(`{name(e)}'s Position changed from \{{old.x}, {old.y}, {old.z}\} to \{{new.x}, {new.y}, {new.z}\}`)
world:set(e, pair(Previous, Position), new)
end
end

View file

@ -3,47 +3,32 @@ local pair = jecs.pair
local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard
local Name = jecs.Name
local world = jecs.world()
local world = jecs.World.new()
local Voxel = world:component() :: jecs.Id
local Position = world:component() :: jecs.Id<vector>
local Perception = world:component() :: jecs.Id<{
type Id<T = nil> = number & { __T: T }
local Voxel = world:component() :: Id
local Position = world:component() :: Id<Vector3>
local Perception = world:component() :: Id<{
range: number,
fov: number,
dir: vector,
dir: Vector3,
}>
type part = {
Position: vector
}
local PrimaryPart = world:component() :: jecs.Id<part>
local PrimaryPart = world:component() :: Id<Part>
local local_player = {
Character = {
PrimaryPart = {
Position = vector.create(50, 0, 30)
}
}
}
local workspace = {
CurrentCamera = {
CFrame = {
LookVector = vector.create(0, 0, -1)
}
}
}
local local_player = game:GetService("Players").LocalPlayer
local function distance(a: vector, b: vector)
return vector.magnitude((b - a))
local function distance(a: Vector3, b: Vector3)
return (b - a).Magnitude
end
local function is_in_fov(a: vector, b: vector, forward_dir: vector, fov_angle: number)
local function is_in_fov(a: Vector3, b: Vector3, forward_dir: Vector3, fov_angle: number)
local to_target = b - a
local forward_xz = vector.normalize(vector.create(forward_dir.x, 0, forward_dir.z))
local to_target_xz = vector.normalize(vector.create(to_target.x, 0, to_target.z))
local forward_xz = Vector3.new(forward_dir.X, 0, forward_dir.Z).Unit
local to_target_xz = Vector3.new(to_target.X, 0, to_target.Z).Unit
local angle_to_target = math.deg(math.atan2(to_target_xz.z, to_target_xz.x))
local forward_angle = math.deg(math.atan2(forward_xz.z, forward_xz.z))
local angle_to_target = math.deg(math.atan2(to_target_xz.Z, to_target_xz.X))
local forward_angle = math.deg(math.atan2(forward_xz.Z, forward_xz.X))
local angle_difference = math.abs(forward_angle - angle_to_target)
@ -57,7 +42,7 @@ end
local map = {}
local grid = 50
local function add_to_voxel(source: jecs.Entity, position: vector, prev_voxel_id: jecs.Entity?)
local function add_to_voxel(source: number, position: Vector3, prev_voxel_id: number?)
local hash = position // grid
local voxel_id = map[hash]
if not voxel_id then
@ -94,7 +79,7 @@ local function update_camera_direction(dt: number)
end
local function perceive_enemies(dt: number)
local it = world:query(Perception, Position, PrimaryPart):iter()
local it = world:query(Perception, Position, PrimaryPart)
-- There is only going to be one entity matching the query
local e, self_perception, self_position, self_primary_part = it()
@ -108,28 +93,28 @@ local function perceive_enemies(dt: number)
if is_in_fov(self_position, target_position, self_perception.dir, self_perception.fov) then
local p = target_position
print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.x}, {p.y}, {p.z})`)
print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.X}, {p.Y}, {p.Z})`)
end
end
end
local player = world:entity()
world:set(player, Perception, {
range = 200,
range = 100,
fov = 90,
dir = vector.create(1, 0, 0),
dir = Vector3.new(1, 0, 0),
})
world:set(player, Name, "LocalPlayer")
local primary_part = local_player.Character.PrimaryPart
local primary_part = (local_player.Character :: Model).PrimaryPart :: Part
world:set(player, PrimaryPart, primary_part)
world:set(player, Position, vector.zero)
world:set(player, Position, Vector3.zero)
local enemy = world:entity()
world:set(enemy, Name, "Enemy $1")
world:set(enemy, Position, vector.create(50, 0, 20))
world:set(enemy, Position, Vector3.new(50, 0, 20))
add_to_voxel(player, primary_part.Position)
add_to_voxel(enemy, assert(world:get(enemy, Position)))
add_to_voxel(enemy, world)
local dt = 1 / 60
reconcile_client_owned_assembly_to_voxel(dt)

View file

@ -1,122 +0,0 @@
--!strict
local remotes = require("./remotes")
local jecs = require("@jecs")
local collect = require("@modules/collect")
-- this is just an example, you need an actually populated map
local components: { [string]: jecs.Id } = {}
local client_ids: {[jecs.Entity]: jecs.Entity<nil> } = {}
local function ecs_ensure_entity(world: jecs.World, id: jecs.Entity)
local e = 0
local ser_id = id
local deser_id = client_ids[ser_id]
if deser_id then
if deser_id == 0::any then
local new_id = world:entity()
client_ids[ser_id] = new_id
deser_id = new_id
end
else
if not world:exists(ser_id)
or (world:contains(ser_id) and not world:get(ser_id, jecs.Name))
then
deser_id = world:entity()
else
if world:contains(ser_id) and world:get(ser_id, jecs.Name) then
deser_id = ser_id
else
deser_id = world:entity()
end
end
client_ids[ser_id] = deser_id
end
e = deser_id
return e
end
-- local rel_render = `e{jecs.ECS_ID(rel)}v{jecs.ECS_GENERATION(rel)}`
-- local tgt_render = `e{jecs.ECS_ID(tgt)}v{jecs.ECS_GENERATION(tgt)}`
-- local function ecs_deser_pairs_str(world, token)
-- local tokens = string.split(token, ",")
-- local rel = tonumber(tokens[1]) :: jecs.Entity
-- local tgt = tonumber(tokens[2]) :: jecs.Entity
-- rel = ecs_ensure_entity(world, rel)
-- tgt = ecs_ensure_entity(world, tgt)
-- return jecs.pair(rel, tgt)
-- end
local function ecs_deser_pairs(world, rel: jecs.Entity, tgt: jecs.Entity)
rel = ecs_ensure_entity(world, rel)
tgt = ecs_ensure_entity(world, tgt)
return jecs.pair(rel, tgt)
end
local snapshots = collect(remotes.replication.OnClientEvent)
return function(world: jecs.World)
for entity in world:each(components.Destroy) do
client_ids[entity] = nil
end
for snapshot in snapshots do
for ser_id, map in snapshot do
local id = (tonumber(ser_id) :: any) :: jecs.Entity
if jecs.IS_PAIR(id) and map.pair == true then
id = ecs_deser_pairs(world, map.relation, map.target)
elseif id then
id = ecs_ensure_entity(world, id)
end
-- if not id then
-- id = ecs_deser_pairs_str(world, ser_id)
-- else
-- id = ecs_ensure_entity(world, id)
-- end
local members = world:get(id, components.NetworkedMembers)
local set = map.set
if set then
if jecs.is_tag(world, id) then
for _, entity in set do
entity = ecs_ensure_entity(world, entity)
world:add(entity, id)
end
else
local values = map.values :: { any }
for i, entity in set do
entity = ecs_ensure_entity(world, entity)
local value = values[i]
if members then
for _, member in members do
local data = value[member] :: {jecs.Entity} | jecs.Entity -- targets
if typeof(data) == "table" then
for pos, tgt in data :: { jecs.Entity } do
data[pos] = ecs_ensure_entity(world, tgt)
end
else
value[member] = ecs_ensure_entity(world, data :: any)
end
end
end
world:set(entity, id, value)
end
end
end
local removed = map.removed
if removed then
for _, entity in removed do
entity = ecs_ensure_entity(world, entity)
world:remove(entity, id)
end
end
end
end
end

View file

@ -1,225 +0,0 @@
--!strict
local Players = require("@game/Players")
local remotes = require("./remotes")
local jecs = require("@jecs")
local collect = require("@modules/collect")
local ty = require("./types")
-- this is just an example, you need an actually populated map
local components: { [string]: jecs.Id } = {}
local ct = components
local function networking_send(world: jecs.World)
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)
assert(name)
if components[name] == nil then
error("Invalid component:"..name)
end
storages[component] = {}
table.insert(networked_components, component)
end
for relation in world:each(ct.NetworkedPair) do
local name = world:get(relation, jecs.Name)
assert(name)
if not components[name] then
error("Invalid component")
end
table.insert(networked_pairs, relation)
end
for _, component in networked_components do
local name = world:get(component, jecs.Name)
if not name or not components[name] then
-- error("Invalid component")
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: jecs.Entity, id: jecs.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: jecs.Id, id: jecs.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 requested_snapshots = collect(remotes.request_snapshot.OnServerEvent)
local players_added = collect(Players.PlayerAdded)
return function(_, dt: number)
local snapshot_lazy: ty.snapshot
local set_ids_lazy: { jecs.Entity }
-- In the future maybe it should be requested by the player instead when they
-- are ready to receive the replication. Otherwise streaming could be complicated
-- with intances references being nil.
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 not is_tag then
local column = archetype.columns_map[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, table.create(set_n))
local map = {
set = if set_n > 0 then set else nil,
values = if set_n > 0 then set_values else nil,
}
if jecs.IS_PAIR(component) then
map.relation = jecs.pair_first(world, component)
map.target = jecs.pair_second(world, component)
map.pair = true
end
snapshot_lazy[tostring(component)] = map
end
end
remotes.replication:FireClient(player, snapshot_lazy)
end
-- accumulator += dt
-- Purposely sending less diffs of the world because doing it at 60hz
-- gets expensive. But this requires interpolated elements in the scene.
-- if accumulator > 1/60 then
-- accumulator = 0
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] = if is_tag then 0 else v
elseif 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 }
-- local ser_id: string = nil :: any
-- if jecs.IS_PAIR(component) then
-- ser_id = `{jecs.pair_first(world, component)},{jecs.pair_second(world, component)}`
-- else
-- ser_id = tostring(component)
-- end
local map = {
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,
}
if jecs.IS_PAIR(component) then
map.relation = jecs.pair_first(world, component)
map.target = jecs.pair_second(world, component)
map.pair = true
end
snapshot[tostring(component)] = map
end
end
if next(snapshot) ~= nil then
remotes.replication:FireAllClients(snapshot)
-- print(snapshot)
end
end
end
return networking_send

View file

@ -1,36 +0,0 @@
local ReplicatedStorage = require("@game/ReplicatedStorage")
local types = require("./types")
type Remote<T...> = {
FireClient: (Remote<T...>, Player, T...) -> (),
FireAllClients: (Remote<T...>, T...) -> (),
FireServer: (Remote<T...>, T...) -> (),
OnServerEvent: RBXScriptSignal<(Player, T...)>,
OnClientEvent: RBXScriptSignal<T...>
}
local function stream_ensure(name)
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("RemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote
end
local function datagram_ensure(name)
local remote = ReplicatedStorage:FindFirstChild(name)
if not remote then
remote = Instance.new("UnreliableRemoteEvent")
remote.Name = name
remote.Parent = ReplicatedStorage
end
return remote
end
return {
input = datagram_ensure("input") :: Remote<string>,
replication = stream_ensure("replication") :: Remote<types.snapshot>,
}

View file

@ -1,19 +0,0 @@
local jecs = require("@jecs")
export type snapshot = {
[string]: {
set: { jecs.Entity }?,
values: { any }?,
removed: { jecs.Entity }?,
pair: true,
relation: jecs.Entity,
target: jecs.Entity
} | {
set: { jecs.Entity }?,
values: { any }?,
removed: { jecs.Entity }?,
pair: false,
}
}
return {}

View file

@ -1,60 +0,0 @@
-- Using world:target is the recommended way to grab the target in a wildcard
-- query. However the random access can add up in very hot paths. Accessing its
-- column can drastically improve performance, especially when there are
-- multiple adjacent pairs.
local jecs = require("@jecs")
local pair = jecs.pair
local __ = jecs.Wildcard
local world = jecs.world()
local Likes = world:entity()
local function name(e, name: string): string
if name then
world:set(e, jecs.Name, name)
return name
end
return assert(world:get(e, jecs.Name))
end
local e1 = world:entity()
name(e1, "e1")
local e2 = world:entity()
name(e2, "e2")
local e3 = world:entity()
name(e3, "e3")
world:add(e1, pair(Likes, e2))
world:add(e1, pair(Likes, e3))
local likes = jecs.component_record(world, pair(Likes, __))
assert(likes)
local likes_cr = likes.records
local likes_counts = likes.counts
local archetypes = world:query(pair(Likes, __)):archetypes()
for _, archetype in archetypes do
local types = archetype.types
-- Get the starting index which is what the (R, *) alias is at
local wc = likes_cr[archetype.id]
local count = likes_counts[archetype.id]
local entities = archetype.entities
for i = #entities, 1, -1 do
-- It is generally a good idea to iterate backwards on arrays if you
-- need to delete the iterated entity to prevent iterator invalidation
local entity = entities[i]
for cr = wc, wc + count - 1 do
local person = jecs.pair_second(world, types[cr])
print(`entity ${entity} likes ${person}`)
end
end
end
-- Output:
-- entity $273 likes $275
-- entity $273 likes $274

View file

@ -1,44 +0,0 @@
-- To get the most out of performance, you can lift the inner loop of queries to
-- the system in which you can do archetype-specific optimizations like finding
-- the parent once per archetype rather than per entity.
local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard
local world = jecs.world()
local Position = world:component() :: jecs.Id<vector>
local Visible = world:entity()
local parent = world:entity()
world:set(parent, Position, vector.zero)
world:add(parent, Visible)
local child = world:entity()
world:set(child, Position, vector.one)
world:add(child, pair(ChildOf, parent))
local parents = jecs.component_record(world, pair(ChildOf, __))
assert(parents)
local parent_cr = parents.records
local archetypes = world:query(Position, pair(ChildOf, __)):archetypes()
for _, archetype in archetypes do
local types = archetype.types
local p = jecs.pair_second(world, types[parent_cr[archetype.id]])
if world:has(p, Visible) then
local columns = archetype.columns_map
local positions = columns[Position]
for row, entity in archetype.entities do
local pos = positions[row]
print(`Child ${entity} of ${p} is visible at {pos}`)
end
end
end
-- Output:
-- Child $274 of $273 is visibile at 1,1,1

View file

@ -1,33 +0,0 @@
--[[
It all has to start somewhere. A world stores entities and their components,
and manages them. This tour will reference it for every operation.
]]
local jecs = require("@jecs")
local world = jecs.world()
--[[
You can declare component ids with specific types with this format:
ComponentId = world:component() :: jecs.Id<Type>
]]
local Position = world:component() :: jecs.Id<vector>
-- Creates an empty entity and returns its handle
local entity = world:entity()
-- You can give entities data using `world:set()`. The type solver will
-- enforce that the data you assign to the entity will match the type
-- of the component id.
world:set(entity, Position, vector.create(1, 2, 3))
-- If you want the Entity's Position, you can look it up with the component ID.
-- It will return the value with the component's type coalesced with "nil"
-- because the entity's type is only known at runtime.
print(`Entity's Position is {world:get(entity, Position)}`)
--[[
To run it:
luau 001_hello_world.luau
]]

View file

@ -1,110 +0,0 @@
local jecs = require("@jecs")
local world = jecs.world()
--[[
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.
]]
-- Creates a new entity with no components and returns its identifier
local entity = world:entity()
print(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.
world:entity(42)
--[[
The entity ID will have a corresponding entity
record that essentially just keeps indices into arrays of data.
The format of the entity record is:
record: {
row: number,
}
--]]
-- You can retrieve an entity's record by using one of jecs' functions:
local record = jecs.record(world, entity)
print(record)
--[[
Underneath the ECS the entity ID and its record will be stored in two separate arrays.
A dense array and a sparse array. Other than the fact that there is
two arrays is an unimportant implementation detail.
We just use these distinct terms to differentiate tnem. The format is:
dense_array: { u53 }
sparse_array: { [u24]: record }
The entity ID that you operate with is an element in the dense array with
the u53 number type. In reality, there is no such thing as a u53 number
type. In luau it is actually all just doubles (IEEE-754 f64).
However the size of the integer mantissa in a double is 53 bits, so it
can represent integers with full precision up to 2^53.
As a refresher here is the IEEE-754 f64 (double) bit layout:
bit index: 63 52 51 0
| | | |
v v v v
+---------+---------------+-------------------------------+
| sign | exponent | mantissa / fraction |
| (1 bit) | (11 bits) | (52 bits) |
+---------+---------------+-------------------------------+
Entity IDs use 48 bits which is well within the range for the mantissa.
This is useful to know because it allows the ECS to put a lot of information
in this opaque ID number such as the index into the sparse_array and a generation.
A generation is a number that increments everytime an entity index is
reused. By embedding this counter into the entity ID, any stale handle
referring to a previous entity of that index becomes invalid.
Because programmers are not perfect and often forget about dangling pointers
as a result of storing and referencing entities outside of the ECS.
If the index 10 has been used for an entity, dies, and gets reused.
The new entity becomes index 10, generation 2.
The layout of the ID itself is:
[ 47 ........ 24 ][ 23 ........ 0 ]
| generation | index |
| (24 bits) | (24 bits) |
The index is used to lookup the corresponding record for the entity such as:
record = sparse_array[downcast(u24)(dense_array[n])]
--]]
-- It is possible to read the index and the generation of an entity ID
-- using the public API with the following:
local ECS_ID = jecs.ECS_ID
local ECS_GENERATION = jecs.ECS_GENERATION
local index = ECS_ID(entity)
local generation = ECS_GENERATION(entity)
print(`Entity's index and generation are {index} and {generation} respectively`)
-- A notable detail about entity IDs is that they can become very large
-- as the generation increases. This is because the bits
-- further to the left represent much larger powers of two.
world:delete(entity)
local recycled_entity = world:entity()
print(`This is a huuuuge number {recycled_entity}`)
print(`The recycled entity's generation incremented to {ECS_GENERATION(recycled_entity)} `)
print(`However it retains the old index at {ECS_ID(recycled_entity)}`)

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@ -1,139 +0,0 @@
local jecs = require("@jecs")
local world = jecs.world()
--[[
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").
]]
-- Create a component with a type
local Position = world:component() :: jecs.Id<vector>
local Health = world:component() :: jecs.Id<number>
--[[
Components are keys to ECS storage columns. Think of the ECS storage as
a table where:
- Rows are entities
- Columns are components
- Cells are the component data for that entity
When you create a component, you're creating a key that you'll use to
index into the storage. The component ID is what tells the ECS "I want
to access the Position column" or "I want to access the Health column".
The component ID is just a number, but it's been registered with the world.
This registration is what allows the ECS to know about the component and
allocate storage for it when entities use it.
]]
print(`Position component ID: {Position}`)
print(`Health component ID: {Health}`)
--[[
If you try to use a number as a component ID that has not been registered,
the ECS will throw an error at runtime because the ID is not known to the
World. You must create components using world:component() before you can
use them.
]]
local entity = world:entity()
--[[
world:set(entity, component, value)
Sets the value of a component for an entity. This is how you store data
in the ECS columns. The component ID acts as the column index, and the
entity acts as the row index.
If the entity doesn't already have the component, set() will add it
automatically. If it does have the component, set() will update the
existing value.
The type system enforces that the value you provide matches the component's
type. This prevents type errors at compile time (if using a type checker).
]]
-- Set initial values
world:set(entity, Position, vector.create(10, 20, 30))
world:set(entity, Health, 100)
-- Update values (set works for both adding and updating)
world:set(entity, Position, vector.create(40, 50, 60))
world:set(entity, Health, 50)
--[[
world:get(entity, component)
Retrieves the value of a component from an entity. This is how you read
data from the ECS columns. The component ID tells the ECS which column
to look in, and the entity tells it which row.
The return type is `T?` (T or nil), not just `T`. This is because the
entity might not have the component, or the entity might have been deleted.
You should always handle the nil case.
In practice, you'll often use assert() if you know the component should
exist, or check for nil if it might not exist.
]]
-- Get component values
local pos = world:get(entity, Position)
local health = world:get(entity, Health)
print(`Entity position: {pos}`)
print(`Entity health: {health}`)
-- Handle the nil case
local maybe_pos = world:get(entity, Position)
if maybe_pos then
print(`Position exists: {maybe_pos}`)
else
print("Entity doesn't have Position")
end
-- Or use assert if you know it should exist
local pos_assert = assert(world:get(entity, Position))
print(`Position (asserted): {pos_assert}`)
--[[
world:remove(entity, component)
Removes a component from an entity. This removes the data from the storage
column for that entity. The entity will no longer have that component.
If the entity doesn't have the component, remove() does nothing (it's
idempotent). This makes it safe to call remove() multiple times.
Note: remove() only removes the component, it doesn't delete the entity.
Use world:delete() if you want to delete the entire entity.
]]
-- Remove a component
world:remove(entity, Health)
-- Now Health is gone
print(`Health after remove: {world:get(entity, Health)}`) -- nil
-- Position is still there
print(`Position after removing Health: {world:get(entity, Position)}`) -- still has value
-- Removing a component that doesn't exist does nothing
world:remove(entity, Health) -- Safe to call again, does nothing
--[[
Components are keys to storage columns. When you use set(), get(), or remove(),
you're using the component ID to index into the ECS storage:
set(entity, Position, value) -> storage[Position][entity] = value
get(entity, Position) -> return storage[Position][entity]
remove(entity, Position) -> storage[Position][entity] = nil
This is the fundamental abstraction of the ECS: components are column keys,
entities are row keys, and the storage is a two-dimensional table.
In reality, the storage is more sophisticated (it uses archetypes for
efficiency), but this mental model is useful for understanding how the
APIs work.
]]

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@ -1,50 +0,0 @@
local jecs = require("@jecs")
--[[
Tags are components without data. They are used to mark or categorize entities
without storing any associated values. Think of them as boolean flags that
can be added or removed from entities.
A tag takes zero bytes of storage per entity. More importantly,
tags enable a different mental model. When you see a tag on an
entity, you know it's just a marker and there's no data to read or write.
Tags are entities that do not have the builtin jecs.Component trait which
tells the ECS that this ID doesn't cannot store any data, it is just a marker.
]]
--[[
There are two ways to create tags:
1. Using jecs.tag() to preregister a tag entity which will be allocated when you create the world.
2. Using world:entity() to create a regular entity id
The first method is the "proper" way to create tags but it hinges upon that
you do remember to create the world after declaring all of your
components/tags. This is a good practice because it is harder to mess up the
offset of your component range, ensuring a stable type id.
More on this is discussed in 011_preregistering_components.luau
]]
local Dead = jecs.tag()
-- Creating the world after the components to ensure they get allocated.
local world = jecs.world()
--
-- Tags are added using world:add(entity, component).
-- You cannot use world:set() with tags
-- because tags don't store data.
local entity = world:entity()
world:add(entity, Dead) -- Adds the tag
print(world:has(entity, Dead)) -- true
-- Tags are removed using world:remove(entity, component)
world:remove(entity, Dead)
print(world:has(entity, Dead)) -- false

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@ -1,12 +0,0 @@
local jecs = require("@jecs")
local world = jecs.world()
-- 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.
local TimeOfDay = world:component() :: jecs.Id<number>
world:set(TimeOfDay, TimeOfDay, 5)
local t = world:get(TimeOfDay, TimeOfDay)
print(`The time of day is {t}`)

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