ecs

This is our implementation of the "Entity Component System" model in Go. It was designed to be used in engo
, however
it is not dependent on any other packages so is able to be used wherever!
Basics
In the Entity Component System paradigm, you have three elements;
- Entities
- Components
- Systems.
In our implementation, we use the type World
to work with those System
s. Each System
can have references to any number (including 0) of entities. And each Entity
can have as many Component
s as desired.
An example of creating a World
, adding a System
to it, and update all systems
world := ecs.World{}
world.AddSystem(&engo.RenderSystem{})
world.Update(0.125)
System
We've been talking about System
s, but what are they? Anything that implements the interface, can be used as a System
:
type System interface {
Update(dt float32)
Remove(e BasicEntity)
}
What does this say? It needs to have an Update
method (which is called from world.Update
), and it needs to have a Remove(ecs.BasicEntity)
method. Why require a Remove method, but not an Add method? Because there's no 'generic' Add
method (the parameters may change), while in order to remove something, all you need it the unique identifier (as provided by the BasicEntity
).
Initialization
Optionally, your System
may implement the Initializer
interface, which allows you to do initialization for the given World
. Basically, it allows you to initialize values, without having to call the function manually before adding it to the World
. Whenever you add a System
(one that implements the Initializer
interface) to the world, the New
method will be called.
type Initializer interface {
New(*World)
}
Priority
Optionally, your System
may implement the Prioritizer
interface, which allows the World
to sort the System
s based on that priority. If omitted, a value of 0
is assumed.
type Prioritizer interface {
Priority() int
}
Entities and Components
Where do the entities come in? All game-logic has to be done within System
s (the Update
method, to be precise)). Component
s store data (which is used by those System
s). An Entity
is no more than a wrapper which combines multiple Component
s and adds a unique identifier to the whole. This unique identifier is nothing magic: simply an incrementing integer value - nothing to worry about.
Because the precise definition of those Component
s can vary, this ecs
package provides no Component
s -- we only provide examples here. The github.com/EngoEngine/engo/common
package offers lots of Component
s and System
s to work with, out of the box.
Let's view an example:
type SpaceComponent struct {
Width float32
Height float32
}
type HealthComponent struct {
HealthPercentage float32
ManaPercentage float32
}
type Player struct {
ecs.BasicEntity
SpaceComponent
HealthComponent
}
Here, the type Player
is made out of three elements: the unique identifier (ecs.BasicEntity
) and two Component
s. A System
may make use of one or more of those Component
s. Which are required, is defined by the Add
method on that System
.
Let's view a few examples:
func (MySystem1) Add(basic *ecs.BasicEntity, space *SpaceComponent) { }
func (MySystem2) Add(basic *ecs.BasicEntity, health *HealthComponent) { }
func (MySystem3) Add(basic *ecs.BasicEntity, space *SpaceComponent, health *HealthComponent) { }
These three different Add
methods are all valid, and use different Components. But how can I add my Entity
to the System
, if I didn't save a reference to that System
?
player := Player{BasicEntity: ecs.NewBasic()}
for _, system := range world.Systems() {
switch sys := system.(type) {
case *MySystem1:
sys.Add(&player.BasicEntity, &player.SpaceComponent)
case *MySystem3:
sys.Add(&player.BasicEntity, &player.SpaceComponent, &player.Healthcomponent)
}
}
That is all there is to it.
Custom Systems - How to save Entities?
You more than likely will want to create System
s yourself. We will now go in depth on what you should do when defining your own Add
method for your System
. As seen above, you can create any number (and type of) parameters you want.
We do ask you to let the first argument be of type *ecs.BasicEntity
- as a general rule.
Your System
should include an array, slice or map in which to store those entities. Now it is important to note that you're not receiving entities per se -- you are receiving references to the Component
s you need. The actual Entity
(type Player
in our example) may contain way more Component
s. You will most-likely want to create a struct for you to store those pointers in. An example:
type myAwesomeEntity struct {
*ecs.BasicEntity
*SpaceComponent
}
type MyAwesomeSystem struct {
entities []myAwesomeEntity
}
func (m *MyAwesomeSystem) Add(basic *ecs.BasicEntity, space *SpaceComponent) {
m.entities = append(m.entities, myAwesomeEntity{basic, space})
}
NOTE
As a convention, please include "System" in the name of your System
-- at the end. When you define a struct (which contains pointers, as opposed to the Player
struct we created earlier), please replace that System
part with Entity
. You should only use this newly-created struct in your similarly-named System
. You will usually never want to export that Entity
definition, as it is only being used in that System
. If your system would be called BallMovementSystem
, then your struct would be called ballMovementEntity
.
Removing Entities from your System
Your System
must implement the Remove
method as specified by the System
interface. Whenever you start storing entities, you should define this method in such a way, that it removes the custom-created non-exported Entity
-struct from the array, slice or map. An ecs.BasicEntity
is given for you to figure out which element in the array, slice or map it is.
func (m *MyAwesomeSystem) Remove(basic ecs.BasicEntity) {
var delete int = -1
for index, entity := range m.entities {
if entity.ID() == basic.ID() {
delete = index
break
}
}
if delete >= 0 {
m.entities = append(m.entities[:delete], m.entities[delete+1:]...)
}
}
func (m *MyAwesomeSystem) Remove(basic ecs.BasicEntity) {
delete(m.entities, basic.ID())
}
NOTE
Even though that a map
looks easier, if you want to loop over that map
each frame, writing those additional lines to use a slice
instead, is definitely worth it in terms of runtime performance. Iterating over a map
is a lot slower.
Custom Systems - The Update method
Whatever your System
does on the Update
method, is up to you. Each System
is unique in that sense. If you're storing entities, then you might want to loop over them each frame. Again, this depends on your use-case.
func (m *MyAwesomeSystem) Update(dt float32) {
for _, entity := range m.entities {
fmt.Println("I would like to tell you", entity.ID(), "that it has been", dt, "seconds since the last time we spoke. ")
}
}
Automatically add entities to systems
When your game gets really big, adding each entity to every system would be time consuming and buggy using the methods mentioned above. However, you can easily add entities to systems based solely on the interfaces that entity implements by
utilizing the SystemAddByInterfacer
. This takes a bit of work up front, but makes things much easier if your number of systems and entities increases. We're going to start with an example System
MySystem, with Component
ComponentA
type ComponentA struct {
num int
}
type mySystemEntity struct {
ecs.BasicEntity
*ComponentA
}
type MySystem struct {
entities []mySystemEntity
}
type (m *MySystem) Add(basic ecs.BasicEntity, a *ComponentA) { }
type (m *MySystem) Remove(basic ecs.BasicEntity) { }
type (m *MySystem) Update(dt float32) { }
The components need to have corresponding Getters and Interfaces in order to be utilized. Let's add them
func (a *ComponentA) GetComponentA() *ComponentA {
reurn a
}
type AFace interface {
GetComponentA() *ComponentA
}
Note
The convention is that we add Face to the end of the component's name for the interface.
Now that we have interfaces for all the components, we need to add an interface to tell if we use the system or not. (BasicEntity already has this setup for you, as does any component or system that uses entities in engo/common
)
type Myable interface {
ecs.BasicFace
AFace
}
Note
The convention is to add able to the end of the system's name for the interface
Finally, we have to add the AddByInterface function to the system. Don't worry about the casting, it can't panic as the world makes sure it implements the required interface befor passing entities to it.
func (m *MySystem) AddByInterface(o ecs.Identifier) {
obj := o.(Myable)
m.Add(obj.GetBasicEntity(), obj.GetComponentA())
}
To use the system, instead of w.AddSystem()
use
var myable *Myable
w.AddSystemInterface(&MySystem{}, myable, nil)
Note
This takes a pointer to the interface that the system needs implemented to use AddByInterface.
Finally, to add an entity, rather than looping through all the systems, you can just
w.AddEntity(&entity)
Exclude flags
You can also add an interface to the system for components that can act as flags to NOT add an entity to that system. First you'll have to make the component. It'll have to have a Getter and Interface as well.
type NotMyComponent struct {}
type NotMyFace interface {
GetNotMyComponent() *NotMyComponent
}
func (n *NotMyComponent) GetNotMyComponent() *NotMyComponent {
return n
}
Then you can make the interface for the system
type NotMyable interface {
NotMyFace
}
Finally, we add it to the world
var myable *Myable
var notMyable *NotMyable
w.AddSystemInterface(&MySystem{}, myable, notMyable)
Now our system can automatically, and it'll include all the entities that implement the Myable interface, except any entity that implements the NotMyable interface.