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# Lyra ECS
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An ECS for the Lyra game engine.
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## Why does it exist?
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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.
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## Features
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- [ ] Archetypes
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- [x] Spawning entities
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- [ ] Despawning entities
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- [ ] Delete entities from archetypes
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- [ ] Find some way to fill in the gaps in component columns after entities are deleted
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- [ ] Grow archetype as it fills up
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- [ ] Querying components from archetypes
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- [x] Views
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- [ ] Mutable views
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- [ ] Resources
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- [ ] Relationships (maybe this can be done through queries, idk)
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- [ ] Dynamic queries
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* Needed for scripting engines that can create their own components that Rust does not know the types of.
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- [ ] Systems
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- [ ] Dispatchers/Executors
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To be honest, the name may change at some point
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