data oriented, functional entity component system.
Many games and simulations are built around object oriented classes and scene graphs.
Scene graphs and object hierarchies often end up being a mess, where eventually one ends up facing difficult decisions around questions like "where does this particular piece of logic/state live?" There are certain bits of logic/state that cross-cut and don't fit cleanly in one place, and code and logic become entangled in various places in the graph. Not all relationships in a game/simulation are modeled appropriately with parent/child relationships which is why we get into these situations.
ECS is an alternative architecture:
The entire ecs module here is about 100 lines of code, and offers an O(1) iterator at run time for querying for entities within systems.
This is a minimal example of what you can do with ecs
, illustrating how to declare
your entities, components, and systems.
Requires a modern web browser, or node version 12.17.1
or higher.
import ECS from 'ecs'
import Keyboard from './my/game/keyboard.js'
import clamp from 'clamp'
// generates a new entity component system
const world = ECS.addWorld()
// set up the player
const PLAYER = ECS.addEntity(world)
ECS.addComponent(world, PLAYER, 'position', { x: 15, y: 23 })
ECS.addComponent(world, PLAYER, 'moveable', { dx: 0, dy: 0 })
// update entity velocity based on key pressed
function keyboardControlSystem (world) {
// called each game loop
const onUpdate = function (dt) {
// get all of the entities in the world that pass the filter
for (const entity of ECS.getEntities(world, [ 'moveable' ])) {
// update the entity position according to what is pressed
if (Keyboard.keyPressed('up'))
entity.moveable.dy -= 1
if (Keyboard.keyPressed('down'))
entity.moveable.dy += 1
if (Keyboard.keyPressed('left'))
entity.moveable.dx -= 1
if (Keyboard.keyPressed('right'))
entity.moveable.dx += 1
entity.moveable.dx = clamp(entity.moveable.dx, -10, 10)
entity.moveable.dy = clamp(entity.moveable.dy, -10, 10)
}
}
return { onUpdate }
}
function movementSystem (world) {
const onUpdate = function (dt) {
for (const entity of ECS.getEntities(world, [ 'position', 'moveable' ])) {
entity.position.x += entity.moveable.dx
entity.position.y += entity.moveable.dy
}
}
return { onUpdate }
}
function rendererSystem (world) {
const RENDERABLE_FILTER = [ 'renderable' ]
// data structure to store all entities that were added or removed last frame
const result = {
count: 0,
entries: new Array(100)
}
const onUpdate = function (dt) {
// optional 3rd parameter, can be 'added' or 'removed'. populates the list of entities that were
// added since the last ECS.cleanup(...) call
ECS.getEntities(world, RENDERABLE_FILTER, 'added', result)
for (let i=0; i < result.count; i++)
console.log('added new entity:', result.entries[i])
// result will be filled in with a reference to all entries removed last frame
ECS.getEntities(world, RENDERABLE_FILTER, 'removed', result)
for (let i=0; i < result.count; i++)
console.log('removed entity:', result.entries[i])
}
return { onUpdate }
}
ECS.addSystem(world, keyboardControlSystem)
ECS.addSystem(world, movementSystem)
ECS.addSystem(world, rendererSystem)
let currentTime = performance.now()
function gameLoop () {
const newTime = performance.now()
const frameTime = newTime - currentTime // in milliseconds, e.g. 16.64356
currentTime = newTime
// run onUpdate for all added systems
ECS.update(world, frameTime)
// necessary cleanup step at the end of each frame loop
ECS.cleanup(world)
requestAnimationFrame(gameLoop)
}
// finally start the game loop
gameLoop()
Sometimes you just want a single entity, like for singleton objects (player's character for example).
const h = ECS.getEntities(world, [ 'hero' ])[0] // kinda kludgy
const h = ECS.getEntity(world, [ 'hero' ]) // same result, less typing
Sometimes it's useful to query by components that are not present:
// get all entities that have a transform component but lack a hero component
const entities = ECS.getEntities(world, [ 'transform', '!hero' ])
By default, when a component is removed from an entity, it is deferred until the next frame.
This is typically what you want, but if you want to immediately remove a component, you can do this:
const componentName = 'aabb'
const world = ECS.addWorld()
const entity = ECS.addEntity(world)
ECS.addComponent(world, entity, componentName)
const deferredRemoval = false // by default this is true. setting it to false immediately removes the component
ECS.removeComponent(world, entity, componentName, deferredRemoval)
ECS.getEntities(world, [ componentName ]).length // because we are not deferring the removal, length === 0
By default, when an entity is removed it is deferred until the next frame.
This is typically what you want, but if you want to immediately remove an entity, you can do this:
const world = ECS.addWorld()
const entity = ECS.addEntity(world)
ECS.addComponent(world, entity, 'test_component')
const deferredRemoval = false // by default this is true. setting it to false immediately removes the component
ECS.removeEntity(world, entity, deferredRemoval)
ECS.getEntities(world, [ 'test_component' ]).length // because we are not deferring the removal, length === 0
You can use ECS.removeEntities
to remove all entities with a specified component. For example, if you have entities with an ephemeral
component and want to delete them from the world, you can do this:
// remove all entities that have an 'ephemeral' component
ECS.removeEntities(world, ['ephemeral']);
The removeEntities
function also supports the not filter, which allows you to specify components that should not be present on the entities you want to remove. For example, to remove entities that have a transform
component but lack a health
component, you can use the following code:
// remove all entities that have a 'transform' component and lack a 'health' component
ECS.removeEntities(world, ['transform', '!health']);
This functionality can be useful for cleaning up entities that meet specific component criteria in your world.
ECS will generate a unique integer id for every entity created in a world:
const world = ECS.addWorld()
const e = ECS.addEntity(world)
const e2 = ECS.addEntity(world)
const id1 = ECS.getEntityId(world, e)
const id2 = ECS.getEntityId(world, e2)
console.log(id1) // 1
console.log(id2) // 2
You can then lookup this entity directly:
const e = ECS.getEntityById(world, id1) // e is the entity
This can be useful in cases where you need to reference an entity from another context. for example, if you're running a networked simulation and need to refer to a specific entity across peers.
If you'd like to see a real time view of the data in your ECS powered program, there is a dev tools extension!
Assuming you have the devtools-extension/
unpacked in chrome, you should see this icon appear colored. clicking it will show this popup, indicating the page is using an ecs instance:
If you're not sure how to load unpacked extensions in Chrome, follow the instructions here: https://developer.chrome.com/docs/extensions/mv3/getstarted/#manifest
Typescript and named exports are also supported:
import {
default as ECS,
addWorld,
addEntity,
addComponent,
getEntities,
addSystem,
SystemFunction,
SystemUpdateFunction
} from 'ecs'
const world = addWorld()
const PLAYER = addEntity(world);
addComponent(world, PLAYER, 'position', { x: 15, y: 23 })
addComponent(world, PLAYER, 'moveable', { dx: 0, dy: 0 })
const movementSystem: SystemFunction = function (world) {
const onUpdate: SystemUpdateFunction = function (dt) {
for (const entity of getEntities(world, ['position', 'moveable'])) {
entity.position.x += entity.moveable.dx
entity.position.y += entity.moveable.dy
}
}
return { onUpdate }
}
addSystem(world, movementSystem);
let currentTime = performance.now();
function gameLoop() {
const newTime = performance.now()
const frameTime = newTime - currentTime // in milliseconds, e.g. 16.64356
currentTime = newTime
// run onUpdate for all added systems
ECS.update(world, frameTime)
// necessary cleanup step at the end of each frame loop
ECS.cleanup(world)
requestAnimationFrame(gameLoop)
}
// finally start the game loop
gameLoop()
If you'd like to explore other data oriented, highly performant ECS implementations, check out https://github.com/NateTheGreatt/bitECS I haven't personally used it yet, but browsing over the project, looks legit!