https://github.com/Doprez/stride-arch-ecs
An example in Stride using Arch ECS.
https://github.com/Doprez/stride-arch-ecs
Last synced: 5 months ago
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An example in Stride using Arch ECS.
- Host: GitHub
- URL: https://github.com/Doprez/stride-arch-ecs
- Owner: Doprez
- License: mit
- Created: 2023-11-05T03:10:14.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2023-12-29T01:29:10.000Z (over 1 year ago)
- Last Synced: 2024-08-03T23:12:20.834Z (9 months ago)
- Language: C#
- Homepage:
- Size: 1.11 MB
- Stars: 6
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- Awesome-Stride - Arch ECS integrated into Stride
README
# stride-arch-ecs
An example in [Stride](https://github.com/stride3d/stride) using [Arch ECS](https://github.com/genaray/Arch).[](https://dl.circleci.com/status-badge/redirect/gh/Doprez/stride-arch-ecs/tree/release)
# Features
## Ease of use
Systems can be added through the GameSettings class in the Stride editor for easy management.
all that you need to do is inherit from the SystemBase class and add it to the list.
### Add Arch components in Strides Editor!
each component attached will create an Entity in the Arch world, with the correct components to be able to be queried later in any systems.
Example:
- System:
```
namespace ArchECSStride.Code.Systems;
[DataContract(nameof(TestSystem))]
public class TestSystem : SystemBase
{
private DebugTextSystem _debugText;
private QueryDescription _queryDescription;public override void Start()
{
_debugText = Services.GetService();_queryDescription = new QueryDescription().
WithAny();
}public override void Update(in GameTime state)
{
var result = World.CountEntities(in _queryDescription);_debugText.Print($"TestSystem: {result}", new Int2(50, 50));
}
}
```
- Components:
```
[DataContract(nameof(ArchPosition))]
[ComponentCategory("Arch Components")]
public class ArchPosition : ArchComponent
{
public bool UseStridePosition { get; set; } = true;
public Vector3 StartPosition { get; set; }[DataMemberIgnore]
public override object ComponentValue { get; set; } = new Vector3();public override void SetData()
{
if (UseStridePosition)
{
ComponentValue = Entity.Transform.Position;
}
else
{
ComponentValue = StartPosition;
}
}
}
```
```
[DataContract(nameof(ArchTest))]
[ComponentCategory("Arch Components")]
public class ArchTest : ArchComponent
{
[DataMemberIgnore]
public override object ComponentValue { get; set; } = new TestComponent();
}
public struct TestComponent
{
public int Number;
public string Text;
}
```## Easy access
When inheriting from SystemBase and registered in settings each System has access to both the Arch World and Strides Service registry.# Future goals
- ~Allow EntityComponents to create Arch Entities with Arch Components (Partially done. I would like to have editable values in editor as well)~ Done!
- Have an easy way to modify Stride entities with a quick access array reference.(Mostly done. I need a way to verify removing entities wont cause issues.)
- Multithreading
- create a basic game/demo example# Example
Below is an example of 50,000 entities randomly changing positions at a capped 144FPS.
The only Stride performance improvement used are instanced meshes since meshes are my current big limitation.