lyra-engine/lyra-ecs/README.md

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# Lyra ECS
An ECS for the Lyra game engine.
## Why does it exist?
I couldn't find anything that fulfilled my needs, specifically an ECS that can store arbitrary components without knowing about the types. This makes it easier to implement into a scripting engine that has the ability to create its own components.
## Features
- [ ] Archetypes
- [x] Spawning entities
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- [x] Despawning entities
- [x] Delete entities from archetypes
- [x] Find some way to fill in the gaps in component columns after entities are deleted
* This was done by moving the last entity in the column to the gap that was just removed.
- [x] Grow archetype as it fills up
- [ ] Borrow safety of components inside Archetypes
* Its wonk right now; a component can be borrowed mutably from a non-mutable reference.
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- [ ] Querying components from archetypes
- [x] Views
- [ ] Mutable views
- [ ] Resources
- [ ] Relationships (maybe this can be done through queries, idk)
- [ ] Dynamic queries
* Needed for scripting engines that can create their own components that Rust does not know the types of.
- [ ] Systems
- [ ] Dispatchers/Executors
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<br>
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To be honest, the name may change at some point