MicroECS: Minimal Entity Component System (ECS) in python and numpy
Project description
MicroECS
Minimal (~300 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 5 primitives (bottom up): Component, Pool, QueryResult, 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 5 dtypes only:int32,float32,bool,strandobject.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.QueryResultis a list of pools that match some query on all the entities of theWorld. It acts as a contiguous numpy-like container that implements numpy's__array_function__and__array_ufunc__. For all intents and purposes it should feel like a(N, ...)view over all the entities. If you need a numpy array (not all ops are supported, for e.g. indexing on the first axis), useQueryResult.numpy(). It also exposesentity_ids: a flat(N,)array of the matched entities' ids, in the same pool-by-pool order as the fields, so you canzip(qr.entity_ids, qr.position)or feed an id back toworld.get_entity/world.remove_entity.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). They are merely a convention, not tied toWorldper se.
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 HasVelocity(Component):
velocity: 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
query_result = world.query_and((HasPosition, HasColor)) # contiguous-like view of all entities matching
for position, color in zip(query_result.position, query_result.color): # draw each entity
DrawEntity(position, color)
class MotionSystem(TickSystem)
def on_tick(self, world: World): # must override
qr = world.query_and((HasPosition, HasVelocity))
qr.position[:] = qr.position + qr.velocity * DT # writes back to all the underlying pools using numpy's rules
# Alternative for per-pool update. Less ergonomic, but maybe faster in extreme cases as it avoids the _Field obj
for pool in qr.pool_list:
pool.position[:] = pool.position + pool.velocity * DT
def main():
render_system = RenderSystem()
update_systems: list[TickSystem] = [MotionSystem()]
world = World(components=[HasPosition, HasColor, HasVelocity])
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, HasVelocity, HasColor), # tuple of components (types)
position= np.array((x, y), "float32"), # data as kwargs
color= np.array("black", dtype="int32"),
velocity= np.array((vx, vy), "float32"))
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()
Project details
Release history Release notifications | RSS feed
Download files
Download the file for your platform. If you're not sure which to choose, learn more about installing packages.
Source Distribution
microecs-0.2.3.tar.gz
(12.4 kB
view details)
File details
Details for the file microecs-0.2.3.tar.gz.
File metadata
- Download URL: microecs-0.2.3.tar.gz
- Upload date:
- Size: 12.4 kB
- Tags: Source
- Uploaded using Trusted Publishing? No
- Uploaded via: twine/5.1.1 CPython/3.12.4
File hashes
| Algorithm | Hash digest | |
|---|---|---|
| SHA256 |
17680ab0555d4c12cc0531c6bbd63a1c6c7155536fc4943f1aeb45ba0956223c
|
|
| MD5 |
4d37a38b0c3bcbdce87994013eebbb44
|
|
| BLAKE2b-256 |
38511c3b09e83c0cf98210a804c69c402f842bd8d023b9696eb08126eda4b4a9
|