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A fast, portable Entity Component System for Luau.
https://ukendio.github.io/jecs/
data-orienteddata-oriented-designecsentity-component-systemgame-developmentgamedevjecslualuauno-dependencies
benches | ||
lib | ||
mirror | ||
tests | ||
thesis | ||
.gitignore | ||
aftman.toml | ||
default.project.json | ||
image-1.png | ||
image-2.png | ||
image-3.png | ||
image-4.png | ||
image.png | ||
jecs_darkmode.svg | ||
jecs_lightmode.svg | ||
logo_old.png | ||
newMatter.lua | ||
oldMatter.lua | ||
README.md | ||
rgb.lua | ||
selene.toml | ||
stylua.toml | ||
test.project.json | ||
testez-companion.toml | ||
testez.d.lua | ||
testkit.lua | ||
tests.server.lua | ||
wally.toml |
Just an ECS
jecs is a stupidly fast Entity Component System (ECS).
- Entity Relationships as first class citizens
- Process tens of thousands of entities with ease every frame
- Type-safe Luau API
- Zero-dependency package
- Optimized for column-major operations
- Cache friendly archetype/SoA storage
- Unit tested for stability
Example
local world = World.new()
local player = world:entity()
local opponent = world:entity()
local Health = world:component()
local Position = world:component()
-- Notice how components can just be entities as well?
-- It allows you to model relationships easily!
local Damage = world:entity()
local DamagedBy = world:entity()
world:set(player, Health, 100)
world:set(player, Damage, 8)
world:set(player, Position, Vector3.new(0, 5, 0))
world:set(opponent, Health, 100)
world:set(opponent, Damage, 21)
world:set(opponent, Position, Vector3.new(0, 5, 3))
for playerId, playerPosition, health in world:query(Position, Health) do
local totalDamage = 0
for opponentId, opponentPosition, damage in world:query(Position, Damage) do
if playerId == opponentId then
continue
end
if (playerPosition - opponentPosition).Magnitude < 5 then
totalDamage += damage
end
-- We create a pair between the relation component `DamagedBy` and the entity id of the opponent.
-- This will allow us to specifically query for damage exerted by a specific opponent.
world:set(playerId, ECS_PAIR(DamagedBy, opponentId), totalDamage)
end
end
-- Gets the damage inflicted by our specific opponent!
for playerId, health, inflicted in world:query(Health, ECS_PAIR(DamagedBy, opponent)) do
world:set(playerId, health - inflicted)
end
assert(world:get(player, Health) == 79)
125 archetypes, 4 random components queried.
Can be found under /benches/query.lua
Inserting 8 components to an entity and updating them over 50 times.
Can be found under /benches/insertions.lua