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:
- Via pip:
pip install microecs - From source code:
git clone https://gitlab.com/meehai/microecs # clone the source code
cd microecs # go in the cloned directory
python -m venv .venv && source .venv/bin/activate # make a virtual env, optional but useful
python -m pip install -e . # install micro ecs in this virtual env
python -m pytest test/ # run the unit & integration tests to verify installation
python examples/01-hello-world.py # run the basic hello world example (others in that dir)
Docs: meehai.gitlab.io/microecs
Relevant primitives: Component, Pool, QueryResult, World
There are only 4 primitives (bottom up):
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. A component with no fields is a valid tag for querying (e.g.class Frozen(Component): pass).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 interface. For all intents and purposes it should feel like a(N, ...)view over all selected entities. To get a proper numpy array, useqr.numpy(). To iterate over each entity in a query result (e.g. rendering), usefor eid, position in zip(qr.entity_ids, qr.position): ....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. AWorldcan also require extra metadata keys on every field viaWorld(extra_metadata=["serializable"]), to enforce component-level behavior such as field serialization.
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(). Systemsare a convention, they are not part of this library. They can be defined at application level and act as hooks or callbacks. TheWorldobject doesn't need to know more than entities and components.
Super simplified main loop structure
from typing import Callable
import numpy as np
import raylib as rl
from microecs import World, Component
# components
class HasPosition(Component):
# 'shape' + 'dtype' are always required. For additional metadata (e.g. examples/03-serialization) use extra_metadata
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: Note they are a convention!
class RenderSystem:
def __call__(self, world: World):
query_result = world.query(HasPosition, HasColor, exclude=[]) # 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:
def __call__(self, world: World):
qr = world.query(HasPosition, HasVelocity) # 'exclude' is optional
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: list[Callable] = RenderSystem()
update_systems: list[Callable] = [MotionSystem()]
world = World(components=[HasPosition, HasColor, HasVelocity], extra_metadata=None) # extra_metadata is optional
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(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(world=world)
rl.EndDrawing()
Per-entity systems (e.g. rendering, foreign APIs)
Not every system vectorizes. A renderer calls a draw function per primitive; same for any per-entity foreign API. That's a per-entity system inside an otherwise-vectorized app. The cheapest way to iterate through all the entities is by using zip() on the QueryResult object on the fields you need, e.g:
qr = world.query(HasPosition, HasColor, HasRadius)
for pos, color, radius in zip(qr.position, qr.color, qr.radius): # one entity per step, fields aligned
rl.DrawCircle(int(pos[0]), int(pos[1]), float(radius[0]), color) # per-entity by necessity (no "draw all")
There are other ways to extract a single entity e.g. qr.some_field[i] or e = world.get_entity(eid), but these are slower in the general case and should be avoided in expensive loops, like rendering, even if they are a bit more ergonomic. See benchmark below.
Microbenchmark: ECS vs OOP on a simple physics step
Benchmark: we run the same physics step pos += vel*dt over N=100k entities split across 2 pools in various ways (ECS or OOP). All methods are verified to produce the identical result. Reproduce with python test/manual/perf/bench_ecs_vs_oop.py (it prints {mode: avg_seconds_per_step}).
| pattern | ns/entity | vs OOP-scalar |
|---|---|---|
micro-ecs-pool-vectorized — for pool: pool.f[:] = pool.f + … |
0.9 | 52× faster |
micro-ecs-vectorized — qr.f[:] = qr.f + … (the _Field) |
1.8 | 27× faster |
oop-scalar — for o: o.x += o.vx*dt (python floats) |
48 | 1× (baseline) |
oop-numpy — objects holding (2,) numpy arrays |
605 | 13× slower |
micro-ecs-zip-rows — for p, v in zip(qr.pos, qr.vel) |
744 | 15× slower |
micro-ecs-pool-loop — for pool: for i: pool.f[i] |
870 | 18× slower |
micro-ecs-get-entity — world.get_entity(eid) per entity |
1674 | 35× slower |
micro-ecs-index — qr.f[i] per entity (an np.searchsorted each) |
4573 | 95× slower |
Three things to take from it:
- Vectorized wins big. Batched ops (
_Fieldor per-pool) run at 1–2 ns/entity — 27–52× faster than the fastest OOP loop. Same for data-parallel branches: annp.whereclamp or bounce is ~34× faster than a per-entityif. - Per-entity loops are a cliff, not a tie. Every per-entity microecs path is 15–95× slower
than idiomatic float-based OOP — because microecs is numpy-backed, so a per-entity step pays
numpy's tiny-array overhead (
oop-numpyshows the same ~13× tax). One unavoidable per-entity pass (~750 ns/entity) costs ~500× a vectorized op (~1.5 ns) and will dominate the frame. - If you must loop, loop right.
zip-rows (15×) < pool-loop (18×) <get_entity(35×) <qr.f[i](95× — never in a hot loop;qr.f[i] += …also raises, you must bind the row first).
Rule of thumb: keep systems vectorized and push branches into np.where / np.clip. If a
workload is irreducibly per-entity (data-dependent control flow), plain python objects beat
microecs ~15× — use them there. microecs is the right tool for vectorizable simulation.
How much are Pool and QueryResult numpy-like and corner cases
Given qr=world.query(A, B), then qr.position returns a _Field: a view over the matching pools that behaves like one contiguous-like (N, *e)
numpy array (e.g. (N, 2) for a (2,) field). It applies each op per pool and stitches result back.
That covers elementwise math and ufuncs (e.g. np.where, np.linalg.norm(..., axis=1) etc.), broadcasting (every operand shape numpy accepts, and it raises on the ones numpy rejects). See test/unit/test_field_numpy_parity.py for a whole set of operations comparing both.
Edge cases worth knowing:
- Not a full ndarray — these raise, never lie. Entity-axis indexing beyond a single
qr.f[i](qr.f[:],qr.f[2:4],qr.f[mask], fancy), partial entity writes, and ndarray methods/attrs (.sum(),.mean(),.dtype,.ndim,.T). Need any of these? Materialize first withqr.f.numpy(). - Axis-0 ops are per-pool, not global (footgun).
np.sort/np.cumsum/np.sumoveraxis=0run within each pool and reset at pool boundaries — they do not see all entities at once, so they differ from numpy. They're allowed, but if you want a global result, doqr.f.numpy()first. A reduction that collapses the entity axis is rejected when its length no longer matches the pool's row count. - Operands must come from the same query. Alignment is per-pool, not by flat index, so don't
mix a
_Fieldfrom oneworld.query(...)into an op on another.
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