MicroECS: Minimal Entity Component System (ECS) in python and numpy
Project description
MicroECS
Minimal (<200 LoC) Entity Component System in python and numpy. Examples also use raylib for rendering.
Usage:
pip install -r requirements.txt- Sandbox:
python main.py - Tests:
pytest test/
There are only four primitives (bottom up): Component,Pool, World and System.
Componentis a simple python dataclass holding only data. All entries must be numpy arrays with metadata fields: shape and dtype. We support 4 dtypes only:int32,float32,strandbool.Poolis a simple 'archetype' dynamic array, holding entities of the same type (same set of components). UssesComponentsmetadata to construct contiguous arrays for all entities of the same type.Worldis a manager ofPoolsand has an overview of all the entities in the scene. It also manages the migration of entities from one pool to the other.Systemis an abstract class that queries theWorldfor a subset ofPoolsmatching some components. It updates the entities in these pools given some logic (e.g. collisions, motion physics or simply calls the drawing functions).
Few relevant concepts:
Pooloperates on array indices, whileWorldoperates on entity IDs (also integers). This allows seamless movement between pools while the high-level systems still working as intended.- All mutable operations on
Worldare lazy. These are:add_entity,remove_entity,add_component,remove_component. They are added to a command buffer which is only executed when callingworld.update().
Super simplified main loop structure:
import numpy as np
import raylib as rl
from microecs import World, Component, TickSystem
# components
class HasPosition(Component):
position: np.ndarray = field(metadata={"shape": (2, ), "dtype": "float32"})
class HasColor(Component):
color: np.ndarray = field(metadata={"shape": (4, ), "dtype": "int32"})
# systems
class RenderSystem(TickSystem):
def on_tick(self, world: World): # must override
for pool in world.query_and((HasPosition, HasColor)): # get all pools of entities having both
for position, radius, color in zip(pool.position, pool.color): # for each entity in this pool
DrawEntity(position, color)
class CollisionSystem(TickSystem)
def on_tick(self, world: World): # must override
...
def main():
render_system = RenderSystem()
update_systems: list[TickSystem] = [CollisionSystem()]
world = World(components=[HasPosition, HasColor])
for _ in range(n_objects):
# NOTE: world.{add/remove}_{entity/component} are lazy. They take effect after the first world.update() call.
world.add_entity(components=(HasPosition, HasColor), # tuple of components (types)
position=np.array((x, y), "float32"), # data as kwargs
color=np.array("black", dtype="int32"))
while not rl.WindowShouldClose():
world.update() # must be called at each tick so the lazy methods are processed and entities are updated
# update stuff...
_ = [system.on_tick(world=world) for system in update_systems]
# draw stuff, e.g. using raylib
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
rl.DrawFPS(rl.GetScreenWidth() - 100, 0)
render_system.on_tick(world=world)
rl.EndDrawing()
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