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https://github.com/NateTheGreatt/bitECS

Functional, minimal, data-oriented, ultra-high performance ECS library written in JavaScript
https://github.com/NateTheGreatt/bitECS

ecs entitycomponentsystem functional game game-development game-engine gamedev high-performance particles

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Functional, minimal, data-oriented, ultra-high performance ECS library written in JavaScript

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❤ ❤ ❤

bitECS



Version


Minzipped


Downloads


License


Functional, minimal, data-oriented, ultra-high performance ECS library written using JavaScript TypedArrays.

## ✨ Features

| | |
| --------------------------------- | ---------------------------------------- |
| 🔮 Simple, declarative API | 🔥 Blazing fast iteration |
| 🔍 Powerful & performant queries | 💾 Serialization included |
| 🍃 Zero dependencies | 🌐 Node or browser |
| 🤏 `~5kb` minzipped | 🏷 TypeScript support |
| ❤ Made with love | 🔺 [glMatrix](https://github.com/toji/gl-matrix) support |

### 📈 Benchmarks

| | |
| --------------------------------------------------------------- | ------------------------------------------------------------------------- |
| [noctjs/ecs-benchmark](https://github.com/noctjs/ecs-benchmark) | [ddmills/js-ecs-benchmarks](https://github.com/ddmills/js-ecs-benchmarks) |

## 💿 Install
```
npm i bitecs
```

## 📘 Documentation
| |
| ---------------- |
| 🏁 [Getting Started](https://github.com/NateTheGreatt/bitECS/blob/master/docs/INTRO.md) |
| 📑 [API](https://github.com/NateTheGreatt/bitECS/blob/master/docs/API.md) |
| ❔ [FAQ](https://github.com/NateTheGreatt/bitECS/blob/master/docs/FAQ.md) |
| 🏛 [Tutorial](https://github.com/ourcade/phaser3-bitecs-getting-started) |

## 🕹 Example

```js
import {
createWorld,
Types,
defineComponent,
defineQuery,
addEntity,
addComponent,
pipe,
} from 'bitecs'

const Vector3 = { x: Types.f32, y: Types.f32, z: Types.f32 }
const Position = defineComponent(Vector3)
const Velocity = defineComponent(Vector3)

const movementQuery = defineQuery([Position, Velocity])

const movementSystem = (world) => {
const { time: { delta } } = world
const ents = movementQuery(world)
for (let i = 0; i < ents.length; i++) {
const eid = ents[i]
Position.x[eid] += Velocity.x[eid] * delta
Position.y[eid] += Velocity.y[eid] * delta
Position.z[eid] += Velocity.z[eid] * delta
}
return world
}

const timeSystem = world => {
const { time } = world
const now = performance.now()
const delta = now - time.then
time.delta = delta
time.elapsed += delta
time.then = now
return world
}

const pipeline = pipe(movementSystem, timeSystem)

const world = createWorld()
world.time = { delta: 0, elapsed: 0, then: performance.now() }

const eid = addEntity(world)
addComponent(world, Position, eid)
addComponent(world, Velocity, eid)
Velocity.x[eid] = 1.23
Velocity.y[eid] = 1.23

setInterval(() => {
pipeline(world)
}, 16)
```

## 🔌 Powering