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@javelin/ecs

A simple, performant ECS for TypeScript.

  • 0.0.1
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@javelin/ecs

A simple, performant ECS for TypeScript.

Features

  • Performant
    • Entities are organized based on their component makeup into Archetypes. This helps performance since the core model of ECS is to iterate over entities with like components.
  • Ergonomic
    • Minimal API.
    • Data-oriented design: no classes or inheritance.
    • Tag entities with bit flags for basic filtering.
  • Unopinionated
    • Leaves many decisions up to you. For example, a helper for creating component instances is provided, but not required for library use.

Performance

Run yarn perf to run performance tests.

Example perf on 2018 MacBook Pro where 350k entities are iterated per tick at 60 FPS:

========================================
perf_storage
========================================
entities      | 300000
components    | 4
queries       | 4
ticks         | 100
iter_tick     | 353500
avg_tick      | 13.7ms
========================================
perf_storage_pooled
========================================
entities      | 300000
components    | 4
queries       | 4
ticks         | 100
iter_tick     | 353500
avg_tick      | 14.62ms

Basics

Entity and component creation

Entities are integers. Components are associated with entities by a container cleverly named Storage.

import { createStorage } from "@javelin/ecs"

const storage = createStorage()

Entities are created with the storage.create() method.

const entity = storage.create([
  { _t: 1, x: 0, y: 0 }, // Position
  { _t: 2, x: 0, y: 0 }, // Velocity
])

Components are simple JS objects other than a few reserved properties:

  • _t is a unique integer identifying the component's type
  • _e references the entity the component is actively associated with
  • _v maintains the current version of the component, which is useful for change detection

A position component assigned to entity 5 that has been modified three times might look like:

{ _t: 1, _e: 5, _v: 3, x: 123.4, y: 567.8 }

The createComponentFactory helper is provided to make component creation easier.

import { createComponentFactory, number } from "@javelin/ecs"

const Position = createComponentFactory({
  type: 1,
  schema: {
    x: number,
    y: number,
  },
})

const position = Position.create()
const entity = storage.create([position])

Components created via factory are automatically pooled, but you must manually release the component back to the pool when it should be discarded:

storage.destroy(entity)
Position.destroy(position)

The ECS can do this automatically if you register the component factory via the storage.registerComponentFactory method.

storage.registerComponentFactory(Position)
storage.destroy(entity) // position automatically released

Querying and iteration

The ECS has no concept of systems. A system is just the code in your program that executes queries and reads/writes component state.

Queries are created with the createQuery function, which takes one or more component types (or factories).

const players = createQuery(Position, Player)

The query can then be executed for a given storage (your game usually has one storage):

for (const [position, player] of players.run(storage)) {
  // render each player with a name tag
  draw(position, player.name)
}

Filtering and change detection

As alluded to earlier, components are versioned. The version of a component can be incremented using the storage.incrementVersion() method, which just increments the component's _v property:

const burning = query(Health, Burn)

for (const [health, burn] of burning.run(storage)) {
  health.value -= burn.damagePerTick
  storage.incrementVersion(health)
}

A component's version can be useful when you want to query components that have changed since your game's last tick.

createChangedFilter produces a filter that excludes entities whose components haven't changed since the entity was last iterated with the filter instance. This filter uses the component's version (_v) to this end.

import { createChangedFilter, query } from "@javelin/ecs"

// ...
const healthy = query(Player, Health)
const changed = createChangedFilter(Health)

for (const [health] of healthy.run(storage, changed)) {
  // `health` has changed since last tick
}

A query can take one or more filters as arguments to run.

bodies.run(storage, changed, awake, ...);

The ECS also provides createAddedFilter to detect newly added entities, and createTagFilter to find tagged entities, which are discussed below.

Tagging

Entities can be tagged with bit flags via the storage.tag method.

enum Tags {
  Awake = 1,
  Dying = 2,
}

storage.tag(entity, Tags.Awake | Tags.Dying)

The storage.hasTag method can be used to check if an entity has a tag. storage.removeTag removes tags from an entity.

storage.hasTag(entity, Tags.Awake) // -> true
storage.hasTag(entity, Tags.Dying) // -> true
storage.removeTag(entity, Tags.Awake)
storage.hasTag(entity, Tags.Awake) // -> false

createTagFilter produces a filter that will exclude entities which do not have the provided tag(s):

enum Tags {
  Nasty = 1, // 2^0
  Goopy = 2, // 2^1
}

const nastyAndGoopy = createTagFilter(Tags.Nasty | Tags.Goopy)

for (const [player] of createQuery(Player).run(storage, nastyAndGoopy)) {
  // `player` belongs to an entity with Nasty and Goopy tags
}

Recipes

Detecting removed entities

When interfacing with third-party libraries with their own state, you will often want to clean up library objects when an entity is removed. This is pretty easy to do with tags and queries.

enum Tag {
  Removing = 1,
}

const bodies = query(Body)
const removed = createTagFilter(Tag.Removing)
const p2BodiesByEntityId = {}

function physicsSystem() {
  for (const [body] of bodies.run(storage, removed)) {
    p2World.removeBody(p2BodiesByEntityId[body._e])
  }
}

const players = query(Body, Health)

function damageSystem() {
  for (const [body, health] of players.run(storage)) {
    if (health <= 0) {
      storage.addTag(body._e, Tag.Removing)
    }
  }
}

Common Pitfalls

Storing query results

The tuple of components yielded by query.run() is re-used each iteration. This means that you can't store the results of a query for use later like this:

const results = []

for (const r of query.run(storage)) {
  results.push(r)
}

// Every index of `results` corresponds to the same array!

The same applies to Array.from(), or any other method that expands an iterator into another container. If you do need to store components between queries (e.g. you are optimizing a nested query), you could push the components of interest into a temporary array, e.g.

const positions = []

for (const [position] of query.run(storage)) {
  positions.push(position)
}

Try nested queries before you prematurely optimize. Iteration is pretty fast thanks to Archetypes, and a nested query will probably perform fine.

Filter state

A filter does not have access to the query that executed it, meaning it can't track state for multiple queries. For example, if two queries use the same changed filter, no entities will be yielded by the second query unless entities were added between the first and second queries.

const changed1 = changed()

for (const [position] of query(Position).run(storage, changed1)) {
  // 100 iterations
}
// No new entities...
for (const [position] of query(Position).run(storage, changed1)) {
  // 0 iterations
}

The solution is to simply use a unique filter per query.

const changed1 = changed()
const changed2 = changed()

for (const [position] of query(Position).run(storage, changed1)) {
  // 100 iterations
}

for (const [position] of query(Position).run(storage, changed2)) {
  // 100 iterations
}

Keywords

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Package last updated on 07 May 2020

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