# 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 - [x] Archetypes - [x] Spawning entities - [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 - [x] Borrow safety of components inside Archetypes - [x] Return `Ref` and `RefMut` from borrow queries - [x] Querying components from archetypes - [x] Views - [x] Mutable views - [x] Resources - [x] Get resources in views somehow - [ ] Relationships (maybe this can be done through queries, idk) - [x] Dynamic queries * Needed for scripting engines that can create their own components that Rust does not know the types of. - [x] Systems - [x] Dispatchers/Executors - [x] Execution graph that follows dependencies - [ ] Track when components on entities are changed