Skip to content

Repository files navigation

Shipyard ⚓

Shipyard is an Entity Component System focused on usability and speed.

Crates.io Documentation LICENSE

Basic Example

use shipyard::{Component, IntoIter, View, ViewMut, World};

#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Position {
    x: f32,
    y: f32,
}

fn in_acid(positions: View<Position>, mut healths: ViewMut<Health>) {
    for (_, health) in (&positions, &mut healths)
        .iter()
        .filter(|(pos, _)| is_in_acid(pos))
    {
        health.0 -= 1;
    }
}

fn is_in_acid(_: &Position) -> bool {
    // it's wet season
    true
}

fn main() {
    let mut world = World::new();

    world.add_entity((Position { x: 0.0, y: 0.0 }, Health(1000)));

    world.run(in_acid);
}

Small Game Example

Inspired by Erik Hazzard's Rectangle Eater.

Play Source

Cargo Features

  • parallel (default) — enables workload threading and add parallel iterators
  • extended_tuple — extends implementations from the default 10 to 32 tuple size at the cost of 4X build time
  • proc (default) — re-exports macros from shipyard_proc, mainly to derive Component
  • serde1 — adds (de)serialization support with serde
  • std (default) — lets Shipyard use the standard library
  • thread_local — adds methods and types required to work with !Send and !Sync components
  • tracing — reports workload and system execution

Origin of the name

Assembly lines take input, process it at each step, and output a result. You can have multiple lines working in parallel as long as they don't cross paths.

Shipyards such as the Venetian Arsenal are some of the oldest examples of successful, large-scale, industrial assembly lines.
So successful that it could output a fully-finished ship every day.

Shipyard is a library you can use to build your own highly-parallel software.

Motivation

I initially wanted to make an ECS to learn how they work. After a failed attempt and some research, I started working on Shipyard.

Specs was already well established as the go-to Rust ECS but I thought I could do better and went with EnTT's core data-structure (SparseSet) and grouping model. A very flexible combo.

License

Licensed under either of

at your option.

Contributing

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

About

Entity Component System focused on usability and flexibility.

Topics

Resources

Contributing

Stars

877 stars

Watchers

13 watching

Forks

Releases

Used by

Contributors

Languages