31 lines
1.2 KiB
Markdown
31 lines
1.2 KiB
Markdown
# 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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- [x] Despawning entities
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- [x] Delete entities from archetypes
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- [x] Find some way to fill in the gaps in component columns after entities are deleted
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* This was done by moving the last entity in the column to the gap that was just removed.
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- [x] Grow archetype as it fills up
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- [ ] Borrow safety of components inside Archetypes
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* Return `Ref` and `RefMut` from borrow queries
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- [ ] Querying components from archetypes
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- [x] Views
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- [ ] Mutable views
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- [ ] Make it possible so that ONLY `ViewMut` can borrow mutably
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- [x] Resources
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- [ ] Get resources in views somehow
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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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<br>
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To be honest, the name may change at some point |