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https://github.com/Ukendio/jecs
A fast, portable Entity Component System for Luau
https://github.com/Ukendio/jecs
data-oriented data-oriented-design ecs entity-component-system game-development gamedev jecs lua luau no-dependencies
Last synced: 4 days ago
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A fast, portable Entity Component System for Luau
- Host: GitHub
- URL: https://github.com/Ukendio/jecs
- Owner: Ukendio
- License: mit
- Created: 2024-04-23T13:57:01.000Z (7 months ago)
- Default Branch: main
- Last Pushed: 2024-10-26T02:18:05.000Z (18 days ago)
- Last Synced: 2024-11-08T01:45:22.749Z (5 days ago)
- Topics: data-oriented, data-oriented-design, ecs, entity-component-system, game-development, gamedev, jecs, lua, luau, no-dependencies
- Language: Luau
- Homepage: https://ukendio.github.io/jecs/
- Size: 5.34 MB
- Stars: 138
- Watchers: 7
- Forks: 24
- Open Issues: 11
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- Contributing: docs/contributing/guidelines.md
- License: LICENSE
Awesome Lists containing this project
- awesome-roblox - Jecs - A fast, portable Entity Component System for Luau. (Libraries / Entity Component System)
README
[![License: Apache 2.0](https://img.shields.io/badge/License-Apache-blue.svg?style=for-the-badge)](LICENSE-APACHE) [![Wally](https://img.shields.io/github/v/tag/ukendio/jecs?&style=for-the-badge)](https://wally.run/package/ukendio/jecs)
Just a stupidly fast Entity Component System
* [Entity Relationships](https://ajmmertens.medium.com/building-games-in-ecs-with-entity-relationships-657275ba2c6c) as first class citizens
* Iterate 800,000 entities at 60 frames per second
* Type-safe [Luau](https://luau-lang.org/) API
* Zero-dependency package
* Optimized for column-major operations
* Cache friendly [archetype/SoA](https://ajmmertens.medium.com/building-an-ecs-2-archetypes-and-vectorization-fe21690805f9) storage
* Rigorously [unit tested](https://github.com/Ukendio/jecs/actions/workflows/ci.yaml) for stability### Example
```lua
local world = jecs.World.new()
local pair = jecs.pair-- These components and functions are actually already builtin
-- but have been illustrated for demonstration purposes
local ChildOf = world:component()
local Name = world:component()local function parent(entity)
return world:target(entity, ChildOf)
end
local function getName(entity)
return world:get(entity, Name)
endlocal alice = world:entity()
world:set(alice, Name, "alice")local bob = world:entity()
world:add(bob, pair(ChildOf, alice))
world:set(bob, Name, "bob")local sara = world:entity()
world:add(sara, pair(ChildOf, alice))
world:set(sara, Name, "sara")print(getName(parent(sara)))
for e in world:query(pair(ChildOf, alice)) do
print(getName(e), "is the child of alice")
end-- Output
-- "alice"
-- bob is the child of alice
-- sara is the child of alice
```21,000 entities 125 archetypes 4 random components queried.
![Queries](image-3.png)
Can be found under /benches/visual/query.luauInserting 8 components to an entity and updating them over 50 times.
![Insertions](image-4.png)
Can be found under /benches/visual/insertions.luau