Skip to content

An event-driven Entity Component System

License

Notifications You must be signed in to change notification settings

AsterixxxGallier/evenio

 
 

Repository files navigation

Evenio

evenio is an archetype-based Entity Component System framework for building event-driven programs. It aims to have a small but maximally expressive set of features that are easy and efficient to use.

Features

  • In addition to the usual Entities, Components, and Systems, evenio introduces events as a first-class citizen. Rather than restricting systems to run once every frame/update in a fixed order, systems are generalized as event handlers. The control flow of the entire program is then defined by the flow of events between handlers.
  • Structural changes to the world (such as entity despawning, component additions/removals, etc.) are mediated by events, allowing handlers to hook into their occurrence.
  • Targeted events enable handlers to efficiently filter events based on queries.
  • Component types, event types, and handlers are identified with generational indices, allowing them to be added and removed dynamically.
  • Execute queries in parallel with Rayon.
  • World data has no Send or Sync requirements.
  • no_std support.

For a full step-by-step introduction, please read the tutorial book 📚.

Example

Here's how we might make a simple game loop in evenio:

use evenio::prelude::*;

// Define position and velocity components.
#[derive(Component)]
struct Position {
    x: f32,
    y: f32,
}

#[derive(Component)]
struct Velocity {
    x: f32,
    y: f32,
}

// Events can carry data, but for this example we only need a unit struct.
#[derive(GlobalEvent)]
struct Tick;

pub fn main() {
    // Create a new `World` to store all our data.
    let mut world = World::new();

    // Spawn a new entity and add the `Position` and `Velocity` components to it.
    // We'll store the entity's ID in a variable for later use.
    let e = world.spawn();
    world.insert(e, Position { x: 0.0, y: 0.0 });
    world.insert(e, Velocity { x: 1.0, y: 0.4 });

    // Add our event handler to the world.
    world.add_handler(update_positions);

    // Run our fake "game loop" by sending the `Tick` event every update.
    for _ in 0..50 {
        world.send(Tick);
    }

    // Get the `Position` component from the entity we added earlier.
    let pos = world.get::<Position>(e).unwrap();

    println!("Final position of the entity: ({}, {})", pos.x, pos.y);
}

// The `Receiver<Tick>` parameter tells our handler to listen for the `Tick` event.
fn update_positions(_: Receiver<Tick>, entities: Fetcher<(&mut Position, &Velocity)>) {
    // Loop over all entities with both the `Position` and `Velocity` components, and update their positions.
    for (pos, vel) in entities {
        pos.x += vel.x;
        pos.y += vel.y;
    }
}

Feature Flags

  • std (enabled by default): Enables support for the standard library. Without this, evenio depends only on core and alloc.
  • rayon: Adds parallel iterator support for Fetcher. Uses the Rayon library.

About

An event-driven Entity Component System

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • Rust 100.0%