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ECS

A lightweight but complete ECS implementation for modern C++.

drawing

Features

  • Cache friendly design implemented on top of an EnTT-like sparse set.
  • Clean, C++ 11 API.
  • Lightweight and no-nonsense.
  • Doesn't use STL containers.
  • Single header.

Examples

A more complete example can be found in example.cpp

A small game-ish project making use of this library can be found in balls

#include <iostream>

#define ECS_IMPL
#include "ecs.hpp"

struct Transform {
	float x, y;
};

struct Tag {
	const char* name;
};

ecs::i32 main() {
	ecs::World world;

	auto e = world.new_entity();
	e.add<Transform>(Transform { 5, 3 });
	e.add<Tag>(Tag { "Bob" });

	e = world.new_entity();
	e.add<Transform>(Transform { 3, 55 });
	e.add<Tag>(Tag { "Alice" });

	for (auto view = world.new_view<Tag, Transform>(); view.valid(); view.next()) {
		auto e = view.get_entity();
		auto& trans = view.get<Transform>();
		auto& tag = view.get<Tag>();

		std::cout << tag.name << ": " <<  trans.x << ", " << trans.y << "\n";
	}
}

Documentation

The World

The world is a generic container and manager for entities and components.

The world contains a public member of type void pointer. This, for example, can be used to pass extra data through the component create and destroy functions.

Methods

Signature Description
u64 count() Returns the amount of entities.
Entity at(u64 i) Returns whatever entity is at index i in the entity array.
void set_create_func<T>(std::function<void(World&, const Entity&)>) Sets the create function for a given component type T.
void set_destroy_func<T>(std::function<void(World&, const Entity&)>) Sets the destroy function for a given component type T.
Entity new_entity() Creates a new entity
void collect_garbage() Frees up any large amounts of memory that isn't needed any more.
View new_view<Types...> Creates a view that iterates components of Types...

Entities

Entities can be represented by two different types: The Entity class and the Entity_Handle. An entity handle is a 64-bit unsigned integer, where the first 32 bits contain the entity's ID and the last 32 bits contain the entity's version. The version represents how many times the entity ID has been recycled (deleted and re-created).

The Entity class is what should be used to interface with the library. It contains an Entity_Handle as well as a pointer to the World that the entity was created in. It also has methods for adding and removing components and == and != operator overloads to make comparing entities easy.

By default, the entity contains a null_handle and a zero pointer for the world.

Methods

Signature Description
static Entity null() Returns an entity with null_handle and a zero pointer for the world.
bool valid() Returns true if the entity is valid
void destroy() Destroys the entities and its components
bool has<T>() Returns true if the entity has the component of type T
T& add<T>() Adds a component of type T to the entity. Returns a reference to the new component.
T& get<T>() Returns a reference to the component of type T attached to the entity.
void remove<T>() Removes the component of type T from the entity.
u32 get_id() Returns the entity's ID.
u32 get_version() Returns the entity's version.
Entity_Handle get_handle() Returns the entity's handle.
World& get_world() Returns the world that the entity belongs to.

Components

Due to the way that the library handles memory, components should be simple, C-style structs, meaning they shouldn't inherit from a base class or contain virtual methods, nor should they have constructors or destructors. If you wish to run extra logic upon the creation or destruction of a component, you may give functions to the World using the set_create_func and set_destroy_func methods in order to be notified when a specified component type is created or destroyed.

For speed, pointers and references inside components should be avoided where possible.

Views

Views are used to iterate components of a specified type. Views can iterate up to 16 different types of component at once. Creating components while iterating a view should generally be avoided, because if component memory is re-allocated, then all current components of that type will point to old copies of memory, effectively making them read-only. If you must create components while iterating a view, it is recommended that you do it at the end of the view rather than in the middle.

The get method on the View class is an unsafe function: No checks are performed to make sure that only the components that the view is iterating are "got"; Doing this will cause undefined behaviour.

The world will not de-allocate memory while iterating a view, rather it will delay the de-allocation until the view has finished. This means that references will not be invalidated during iteration of a view. However, a reference kept outside the scope of a view may be invalidated and should not be used. World::collect_garbage could also invalidate references and should not be called during the iteration of a view. Doing so may cause undefined behaviour.

Example

// Using a `while' loop:
auto view_while = world.new_view<Transform>();
while (view_while.valid()) {
	auto e = view_while.get_entity();

	view_while.next();
}

// Using a `for' loop:
for (auto view_for = world.new_view<Transform>(); view_for.valid(); view_for.next()) {
	auto& transform = view_for.get<Transform>();
}

Methods

Signature Description
void next() Continue to the next iteration
bool valid() Returns false if the view has finished iterating.
T& get<T> Returns a reference to the current component of type T.
Entity get_entity() Returns the current entity.

Memory

By default, this implementation doesn't de-allocate any memory, rather, old memory is kept around and re-used should more components be created. If you want to keep memory usage to a minimum, you can call World::collect_garbage to clear up memory that's not in use. Keep in mind that a call to this method could be slow if a lot of memory needs de-allocating.

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A lightweight but complete ECS implementation for modern C++.

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