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https://github.com/andygeiss/ecs

Build your own Game-Engine based on the Entity Component System concept in Golang.
https://github.com/andygeiss/ecs

benchmark bitmask bitset entity-component-system game-development game-engine game-engine-2d go golang goroutine raylib scalability

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Build your own Game-Engine based on the Entity Component System concept in Golang.

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# ECS - Entity Component System

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Build your own Game-Engine based on the Entity Component System concept in Golang.

## Features

- [x] Provide an **easy-to-use** framework to build a game engine from scratch.
- [x] **No dependencies** to other modules or specific game libraries - Feel free to use what fits your needs.
- [x] **Minimum overhead** - use only what is really needed.

### Example engine

See [engine-example](https://github.com/andygeiss/engine-example) for a basic
implementation using [raylib](https://www.raylib.com).

## Walkthrough

### Project layout

At first we create a basic project layout:

```bash
mkdir ecs-example
cd ecs-example
go mod init example
mkdir components systems
```

Next we create a `main.go` with the following content:

```go
package main

import (
"github.com/andygeiss/ecs"
)

func main() {
em := ecs.NewEntityManager()
sm := ecs.NewSystemManager()
de := ecs.NewDefaultEngine(em, sm)
de.Setup()
defer de.Teardown()
de.Run()
}
```

The execution of the program leads to an endless loop, as our engine is not yet
able to react to user input.

### The movement system

A system needs to implement the methods defined by the interface
[System](https://github.com/andygeiss/ecs/blob/master/core/system.go).
So we create a new file locally at `systems/movement.go`:

```go
package systems

import (
"github.com/andygeiss/ecs"
)

type movementSystem struct{}

func (a *movementSystem) Process(em ecs.EntityManager) (state int) {
// This state simply tells the engine to stop after the first call.
return ecs.StateEngineStop
}

func (a *movementSystem) Setup() {}

func (a *movementSystem) Teardown() {}

func NewMovementSystem() ecs.System {
return &movementSystem{}
}
```

Now we can add the following lines to `main.go`:

```go
sm := ecs.NewSystemManager()
sm.Add(systems.NewMovementSystem()) // <--
de := ecs.NewDefaultEngine(em, sm)
```

If we start our program now, it returns immediately without looping forever.

### The player entity

A game engine usually processes different types of components that represent
information about the game world itself. A component only represents the data,
and the systems are there to implement the behavior or game logic and change
these components. Entities are simply a composition of components that provide
a scalable data-oriented architecture.

A component needs to implement the methods defined by the interface
[Component](https://github.com/andygeiss/ecs/blob/master/core/component.go).
Let's define our `Player` components by first creating a mask at
`components/components.go`:

```go
package components

const (
MaskPosition = uint64(1 << 0)
MaskVelocity = uint64(1 << 1)
)
```

Then create a component for `Position` and `Velocity` by creating
corresponding files such as `components/position.go`:

```go
package components

type Position struct {
X float32 `json:"x"`
Y float32 `json:"y"`
}

func (a *Position) Mask() uint64 {
return MaskPosition
}

func (a *Position) WithX(x float32) *Position {
a.X = x
return a
}

func (a *Position) WithY(y float32) *Position {
a.Y = y
return a
}

func NewPosition() *Position {
return &Position{}
}
```

Now we can add the following lines to `main.go`:

```go
em := ecs.NewEntityManager()
em.Add(ecs.NewEntity("player", []ecs.Component{ // <--
components.NewPosition().
WithX(10).
WithY(10),
components.NewVelocity().
WithX(100).
WithY(100),
})) // -->
```

### Extend the movement system

Our final step is to add behavior to our movement system:

```go
func (a *movementSystem) Process(em ecs.EntityManager) (state int) {
for _, e := range em.FilterByMask(components.MaskPosition | components.MaskVelocity) {
position := e.Get(components.MaskPosition).(*components.Position)
velocity := e.Get(components.MaskVelocity).(*components.Velocity)
position.X += velocity.X * rl.GetFrameTime()
position.Y += velocity.Y * rl.GetFrameTime()
}
return ecs.StateEngineStop
}
```

The movement system now moves every entity which has a position and velocity component.

We can replace `ecs.StateEngineStop` with `ecs.StateEngineContinue` later if we add
another system to handle user input.

A rendering system is also essential for a game, so you can use game libraries
such as [raylib](https://www.raylib.com) or
[SDL](https://github.com/libsdl-org/SDL).
This system could look like this with raylib:

```go
// ...
func (a *renderingSystem) Setup() {
rl.InitWindow(a.width, a.height, a.title)
}

func (a *renderingSystem) Process(em core.EntityManager) (state int) {
// First check if app should stop.
if rl.WindowShouldClose() {
return core.StateEngineStop
}
// Clear the screen
if rl.IsWindowReady() {
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
return core.StateEngineContinue
}

func (a *renderingSystem) Teardown() {
rl.CloseWindow()
}
```