An ecs to be used in the TE enviroment
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 |
||
---|---|---|
src | ||
.gitignore | ||
BeefProj.toml | ||
README.md |
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 = "*"}