An ecs to be used in the TE enviroment
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Booklordofthedings 1f507c254b Version 0.8 Release (#6)
Entity:
- ID
- Version
- Creation
- Deletion
- Alive

Components:
- Creation
- Deletion
- Adding/removing from entity
- Store them packed
- UList

Systems:
- Iterate
- Register
- Automatically getting filled with component data

Reviewed-on: #6
2024-11-23 10:20:20 +01:00
src Version 0.8 Release (#6) 2024-11-23 10:20:20 +01:00
.gitignore Initial commit 2024-11-08 18:53:05 +01:00
BeefProj.toml Version 0.8 Release (#6) 2024-11-23 10:20:20 +01:00
README.md Version 0.8 Release (#6) 2024-11-23 10:20:20 +01:00

Theater-ECS

is a library which implements the entity, component, system pattern.
It is intended to be used for game development in the "Theater Engine" ecosystem,
however it may also be used for other things.

Design goals

  • Dynamic
    Lots of ECS libraries use compile time code generation for performance benefits.
    Theater-ECS is intended to be fully dynamic so that components and system could be created and registered at runtime
  • Fast
    Theater-ECS should be fast enough for most game projects, while handling a high amount of entities and components
  • Use what you need
    The amount of memory used by Theater-ECS is minimized so that it mostly only uses which memory you are actually using and doesnt allocate any large unused buffers.

Installation

No dependencies are required, so you can simply clone this library and add it as a dependency to your Beef project.
BeefProj.toml: Dependencies = {Theater-ECS = "*"}

Further information