lyra-engine/lyra-ecs
SeanOMik e5599e1d27
scripting, ecs: expose Transform to lua, update component ticks on changes from lua
2024-01-13 11:52:20 -05:00
..
lyra-ecs-derive
src scripting, ecs: expose Transform to lua, update component ticks on changes from lua 2024-01-13 11:52:20 -05:00
.gitignore
Cargo.lock
Cargo.toml split the math module into a lyra-math crate, implement Reflect and Component for Transform 2024-01-13 11:51:16 -05:00
LICENSE
README.md
shell.nix

README.md

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
    • Spawning entities
    • Despawning entities
      • Delete entities from archetypes
      • 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.
    • Grow archetype as it fills up
    • Borrow safety of components inside Archetypes
      • Return Ref and RefMut from borrow queries
  • Querying components from archetypes
    • Views
    • Mutable views
  • Resources
  • Get resources in views somehow
  • 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
      • Execution graph that follows dependencies
  • Track when components on entities are changed