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ΞΌECS πŸ•Ή

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A simple & lightweight ECS (Entity Component System) library for JavaScript and TypeScript.


Overview

ΞΌECS (micro-ecs) is a headless library, completely agnostic to any graphics or rendering library.

Traditional ECS architectures excel in low-level contexts with direct memory control (C++, Rust, etc.).
JavaScript doesn't offer this level of control, so ΞΌECS takes a pragmatic approach: it brings only the ECS benefits that translate well to a high-level environment, leaving behind optimizations that would require direct memory management.

Design Philosophy

The library is built on three pillars:

  • DX-first: Developer Experience is prioritized over raw performance.
    The library doesn't use TypedArrays which would be faster but significantly hurt ergonomics.
    A pleasant API is more valuable than squeezing out every microsecond.
  • Familiarity: The API should feel natural to any JavaScript developer.
    This means using recognizable patterns: ES6 classes, getters/setters, pub/sub events, and typical OOP idioms common in the JS ecosystem.
  • Speed over Memory: When trade-offs are necessary, execution speed is preferred over memory consumption.
    Using extra memory is acceptable if it yields performance benefits at runtime.

Features

  • World β€” Central container managing Entities, Systems, Resources, and Services
  • Entity β€” Container for Components, can be enabled/disabled
  • Component β€” Data attached to Entities, with independent enable/disable
  • System β€” Logic operating on entities/components, with priority-based execution
  • Resource β€” Singleton data shared across the world
  • Service β€” A System that can be used as a Resource dependency
  • QueryManager β€” Efficient component queries with cached views
  • QueryView β€” Cached, auto-updating view of entities matching a query
  • Contexts β€” Dependency injection for Systems (WorldContext) and Components (EntityContext)
  • Events β€” Built-in pub/sub system via Publisher

Installation

# npm
npm install @byloth/micro-ecs @byloth/core

# pnpm
pnpm add @byloth/micro-ecs @byloth/core

# yarn
yarn add @byloth/micro-ecs @byloth/core

# bun
bun add @byloth/micro-ecs @byloth/core

Note: This library requires @byloth/core as a peer dependency.


Quick Start

import { World, Entity, Component, System } from "@byloth/micro-ecs";
import type { ReadonlyQueryView } from "@byloth/micro-ecs";

// Define Components
class Position extends Component {
  public x = 0;
  public y = 0;
}
class Velocity extends Component {
  public vx = 0;
  public vy = 0;
}

// Define a System
class MovementSystem extends System {
  private view?: ReadonlyQueryView<[Position, Velocity]>;

  public override onAttach(world: World): void {
    this.view = world.getComponentView(Position, Velocity);
  }
  public override update(deltaTime: number): void {

    for (const [position, velocity] of this.view!.components) {
      position.x += velocity.vx * deltaTime;
      position.y += velocity.vy * deltaTime;
    }
  }
}

// Create the World
const world = new World();

// Add Systems and Entities
world.addSystem(new MovementSystem());

const entity = new Entity();
entity.addComponent(new Position());
entity.addComponent(new Velocity());
world.addEntity(entity);

// Game loop
function gameLoop(deltaTime: number) {
  world.update(deltaTime);
}

Architecture

Core Classes

Component   β€” Data attached to Entities (standalone class)
Resource    β€” Singleton data, attachable to World
β”œβ”€β”€ Entity  β€” Container for Components
└── System  β€” Logic with update(), priority, enable/disable

QueryManager

Efficiently queries entities by component types:

// Get first component of type
world.getFirstComponent(Position);

// Get first entity with all component types
world.getFirstComponents(Position, Velocity);

// Iterate all matching entities
world.findAllComponents(Position, Velocity);

// Get cached view that auto-updates
world.getComponentView(Position, Velocity);

Contexts

WorldContext β€” Provided to Systems for:

  • Event subscription (on, once, wait, off)
  • Event emission (emit)
  • Resource dependency management (useResource, releaseResource)

EntityContext β€” Provided to Components for:

  • Component dependency management (useComponent, releaseComponent)

Roadmap

πŸ”΄ Critical Implementations

Issues that block or compromise production usage.

Luckily, none at the moment.


🟠 Known Bugs & Limitations

Known issues and current limitations to be aware of.

Inexplicably, none at the moment.


🟑 Improvements

Optimizations and refinements that improve quality and performance.

  • Automatic View garbage collection

    Implement an automatic clean-up system for QueryManager that detects and removes Views no longer referenced or used, avoiding memory accumulation over time.


🟒 Future Considerations

Ideas and possible evolutions to evaluate based on needs.

  • Object pooling

    Implement a pooling system for Entity and Component to reduce Garbage Collector pressure in scenarios with high creation/destruction frequency (e.g., particle systems, projectiles).

    ⚠️ Evaluate carefully: could complicate the API and go against the project's "DX-first" philosophy.

  • Archetypes

    Consider an archetype system to group entities with the same component "signature", optimizing queries.

    ⚠️ In a JavaScript context, the traditional benefits of archetypes (cache locality, contiguous memory) are not exploitable.
    The cached View system already present in QueryManager covers part of these advantages. Actual utility to be evaluated.


πŸ”΅ Nice to Have

Features that would be beneficial but are not critical.

  • Advanced Query System

    Rewrite the query system from scratch to allow users to define queries using, chaining and nesting logical operators: and, or and not.


License

Apache 2.0

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πŸ•Ή A simple & lightweight ECS (Entity Component System) library for JavaScript and TypeScript.

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