ecs: add very early-stages entity component system

This is the very, _very_, early stages of an entity component system for Mach. It's not ready
for any real use, but rather is a starting point for further development.

This spawned after [this research issue](https://github.com/hexops/mach/issues/127) in which I got
tons of great information, tips, etc. and much more research that I did after the discussion in that
issue. The idea is to start with this, and continue moulding it into what we want.

As development continues..

* I've created [a room in the Matrix server for anyone who wants to chat](https://matrix.to/#/#ecs:matrix.org)
* I'll be maintaining a blog detailing eerything I've learned and how I'm approaching development of this (as I plan to do for all key parts of Mach.)

The first article in the series:

[Let's build an Entity Component System from scatch (part 1)](https://devlog.hexops.com/2022/lets-build-ecs-part-1)

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-01-16 18:49:30 -07:00 committed by Stephen Gutekanst
parent 3d392c8c74
commit a75b599279
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# mach/ecs, an Entity Component System for Zig <a href="https://hexops.com"><img align="right" alt="Hexops logo" src="https://raw.githubusercontent.com/hexops/media/master/readme.svg"></img></a>
`mach/ecs` is an Entity Component System for Zig built from first-principles.
## Design principles:
* Clean-room implementation (author has not read any other ECS implementation code.)
* Solve the problems ECS solves, in a way that is natural to Zig and leverages Zig comptime.
* Avoid patent infringement upon Unity ECS patent claims.
* Fast. Optimal for CPU caches, multi-threaded, leverage comptime as much as is reasonable.
* Simple. Small API footprint, should be natural and fun - not like you're writing boilerplate.
* Enable other libraries to provide tracing, editors, visualizers, profilers, etc.
## ⚠️ in-development ⚠️
Under heavy development, not ready for use!
As development continues, we're publishing a blog series ["Let's build an Entity Component System from scatch"](https://devlog.hexops.com/categories/lets-build-an-ecs).
Join us in developing it, give us advice, etc. [on Matrix chat](https://matrix.to/#/#ecs:matrix.org) or [follow updates on Twitter](https://twitter.com/machengine).
## Known issues
There are plenty of known issues, and things that just aren't implemented yet. And certainly many unknown issues, too.
* Missing multi-threading!
* Currently only handles entity management, no world management or scheduling. No global data, etc.
* Lack of API documentation (see "example" test)
* Missing hooks that would enable visualizing memory usage, # of entities, components, etc. and otherwise enable integration of editors/visualizers/profilers/etc.
* TypedEntities does not allow for storage of sparse data yet, and also specifically comptime defined sparse data - both are needed. e.g. if only a handful of entities need a component but there are hundreds of thousands.
* If many entities are deleted, TypedEntities iteration becomes slower due to needing to skip over entities in the free_slots set, we should add a .compact() method that allows for remediating this as well as exposing .
* If *tons* of entities are deleted, even with .compact(), memory would not be free'd / returned to the OS by the underlying MultiArrayList. We could add a .compactAndFree() method to correct this.
* It would be nicer if there were configuration options for performing .compactAndFree() automatically, e.g. if the number of free entity slots is particularly high or something.
* Currently we do not expose an API for pre-allocating entities (i.e. allocating capacity up front) but that's very important for perf and memory usage in the real world.
* When TypedEntities is deinit'd, entity Archetypes - or maybe systems via an event/callback, need a way to be notified of destruction.
* Entities.get() currently operates on the archetype type name, but we should perhaps enable also getting a TypedEntities instance via passing a unique string name. e.g. if you want to store two separate team's Player entities in distinct TypedEntities collections.
* There should exist a Merge/Combine function for composing Archetypes from components and other Archetypes without explicitly listing every single component out in a new struct.
## Copyright & patent mitigation
The initial implementation was a clean-room implementation by Stephen Gutekanst without having
read other ECS implementations' code, but with speaking to people familiar with other ECS
implementations. Contributions past the initial implementation may be made by individuals in
non-clean-room settings (familiar with open source implementations only.)
Critically, this entity component system stores components for a classified archetype using both
a multi array list (independent arrays allocated per component) as well as hashmaps for sparse
component data for optimization. This is a novel and fundamentally different process than what
is described Unity Software Inc's patent US 10,599,560. This is not legal advice.

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const std = @import("std");
pub fn build(b: *std.build.Builder) void {
const mode = b.standardReleaseOptions();
const target = b.standardTargetOptions(.{});
const lib = b.addStaticLibrary("ecs", "src/main.zig");
lib.setBuildMode(mode);
lib.setTarget(target);
lib.install();
const main_tests = b.addTest("src/main.zig");
main_tests.setBuildMode(mode);
const test_step = b.step("test", "Run library tests");
test_step.dependOn(&main_tests.step);
}

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//! mach/ecs is an Entity component system implementation.
//!
//! ## Design principles:
//!
//! * Clean-room implementation (author has not read any other ECS implementation code.)
//! * Solve the problems ECS solves, in a way that is natural to Zig and leverages Zig comptime.
//! * Avoid patent infringement upon Unity ECS patent claims.
//! * Fast. Optimal for CPU caches, multi-threaded, leverage comptime as much as is reasonable.
//! * Simple. Small API footprint, should be natural and fun - not like you're writing boilerplate.
//! * Enable other libraries to provide tracing, editors, visualizers, profilers, etc.
//!
//! ## Copyright & patent mitigation
//!
//! The initial implementation was a clean-room implementation by Stephen Gutekanst without having
//! read other ECS implementations' code, but with speaking to people familiar with other ECS
//! implementations. Contributions past the initial implementation may be made by individuals in
//! non-clean-room settings.
//!
//! Critically, this entity component system stores components for a classified archetype using both
//! a multi array list (independent arrays allocated per component) as well as hashmaps for sparse
//! component data for optimization. This is a novel and fundamentally different process than what
//! is described Unity Software Inc's patent US 10,599,560. This is not legal advice.
//!
const std = @import("std");
const mem = std.mem;
const Allocator = mem.Allocator;
const testing = std.testing;
const builtin = @import("builtin");
const is_debug = builtin.mode == .Debug;
const Entity = u32;
pub fn TypedEntities(comptime Archetype: type) type {
return struct {
allocator: Allocator,
components: std.MultiArrayList(Archetype),
free_slots: std.AutoHashMap(Entity, void),
pub const Archetype = Archetype;
const Self = @This();
pub const Iterator = struct {
e: *Self,
index: Entity = 0,
pub fn next(it: *Iterator) ?Archetype {
std.debug.assert(it.index <= it.e.components.len);
if (it.e.components.len == 0) return null;
while (it.index < it.e.components.len) {
if (it.e.contains(it.index)) {
const current = it.index;
it.index += 1;
return it.e.get(current);
}
it.index += 1;
}
return null;
}
};
pub fn init(allocator: Allocator) Self {
return .{
.allocator = allocator,
.components = std.MultiArrayList(Archetype){},
.free_slots = std.AutoHashMap(Entity, void).init(allocator),
};
}
pub fn add(self: *Self, components: Archetype) error{OutOfMemory}!Entity {
// Reuse a free slot, if available.
if (self.free_slots.count() > 0) {
var iter = self.free_slots.keyIterator();
const taken = iter.next().?.*;
_ = self.free_slots.remove(taken);
self.components.set(taken, components);
return taken;
}
// Create a new slot, potentially allocating.
try self.components.append(self.allocator, components);
return @intCast(Entity, self.components.len-1);
}
// In debug builds, panics if the entity does not exist.
pub fn update(self: *Self, entity: Entity, partial_components: anytype) void {
if (is_debug and !self.contains(entity)) @panic("no such entity");
inline for (@typeInfo(@TypeOf(partial_components)).Struct.fields) |field, i| {
const fieldEnum = @intToEnum(std.MultiArrayList(Archetype).Field, i);
self.components.items(fieldEnum)[entity] = @field(partial_components, field.name);
}
}
// In debug builds, panics if the entity does not exist.
pub fn set(self: *Self, entity: Entity, components: Archetype) void {
if (is_debug and !self.contains(entity)) @panic("no such entity");
self.components.set(entity, components);
}
// In debug builds, panics if the entity does not exist.
pub fn remove(self: *Self, entity: Entity) error{OutOfMemory}!void {
if (is_debug and !self.contains(entity)) @panic("no such entity");
try self.free_slots.put(entity, {});
}
pub fn contains(self: *Self, entity: Entity) bool {
if (entity > self.components.len-1) return false;
return !self.free_slots.contains(entity);
}
// In debug builds, panics if the entity does not exist.
pub fn get(self: *Self, entity: Entity) Archetype {
if (is_debug and !self.contains(entity)) @panic("no such entity");
return self.components.get(entity);
}
/// Creates a copy using the same allocator
pub inline fn clone(self: Self) !Self {
return self.cloneWithAllocator(self.allocator);
}
/// Creates a copy using a specified allocator
pub inline fn cloneWithAllocator(self: Self, new_allocator: Allocator) !Self {
return Self{
.allocator = new_allocator,
.components = try self.components.clone(new_allocator),
.free_slots = try self.free_slots.cloneWithAllocator(new_allocator),
};
}
pub fn iterator(self: *Self) Iterator {
return .{ .e = self };
}
pub fn deinit(self: *Self) void {
self.components.deinit(self.allocator);
self.free_slots.deinit();
}
};
}
pub fn Entities(comptime archetypes: anytype) type {
comptime var fields: []const std.builtin.TypeInfo.StructField = &.{};
inline for (archetypes) |Archetype| {
fields = fields ++ [_]std.builtin.TypeInfo.StructField{.{
.name = @typeName(Archetype),
.field_type = TypedEntities(Archetype),
.is_comptime = false,
.default_value = null,
.alignment = 0,
}};
}
const ComptimeEntities = @Type(.{
.Struct = .{
.layout = .Auto,
.is_tuple = false,
.decls = &.{},
.fields = fields,
},
});
const RuntimeEntities = struct {
erased: *anyopaque,
deinit: fn(Allocator, *anyopaque) void,
clone: fn(Allocator, *anyopaque) error{OutOfMemory}!*anyopaque,
};
return struct {
allocator: Allocator,
comptime_entities: ComptimeEntities,
runtime_entities: std.StringHashMap(RuntimeEntities),
const Self = @This();
pub fn init(allocator: Allocator) Self {
var comptime_entities: ComptimeEntities = undefined;
inline for (archetypes) |Archetype| {
@field(comptime_entities, @typeName(Archetype)) = TypedEntities(Archetype).init(allocator);
}
return .{
.allocator = allocator,
.comptime_entities = comptime_entities,
.runtime_entities = std.StringHashMap(RuntimeEntities).init(allocator),
};
}
pub fn get(self: *Self, comptime Archetype: type) !*TypedEntities(Archetype) {
// Comptime archetype lookup
if (@hasField(ComptimeEntities, @typeName(Archetype))) {
return &@field(self.comptime_entities, @typeName(Archetype));
}
// Runtime archetype lookup
var v = try self.runtime_entities.getOrPut(@typeName(Archetype));
if (!v.found_existing) {
const new = try self.allocator.create(TypedEntities(Archetype));
new.* = TypedEntities(Archetype).init(self.allocator);
v.value_ptr.* = RuntimeEntities{
.erased = new,
.deinit = (struct{
pub fn deinit(allocator: Allocator, erased: *anyopaque) void {
const aligned = @alignCast(@alignOf(*TypedEntities(Archetype)), erased);
const entities = @ptrCast(*TypedEntities(Archetype), aligned);
entities.deinit();
allocator.destroy(entities);
}
}.deinit),
.clone = (struct {
pub fn clone(new_allocator: Allocator, erased: *anyopaque) error{OutOfMemory}!*anyopaque {
const aligned = @alignCast(@alignOf(*TypedEntities(Archetype)), erased);
const entities = @ptrCast(*TypedEntities(Archetype), aligned);
const new_erased = try new_allocator.create(TypedEntities(Archetype));
new_erased.* = try entities.cloneWithAllocator(new_allocator);
return new_erased;
}
}).clone,
};
}
const aligned = @alignCast(@alignOf(*TypedEntities(Archetype)), v.value_ptr.erased);
return @ptrCast(*TypedEntities(Archetype), aligned);
}
/// Creates a copy using the same allocator
pub inline fn clone(self: Self) !Self {
return self.cloneWithAllocator(self.allocator);
}
/// Creates a copy using a specified allocator
pub fn cloneWithAllocator(self: Self, new_allocator: Allocator) !Self {
var comptime_entities: ComptimeEntities = undefined;
inline for (archetypes) |Archetype| {
const field = @field(self.comptime_entities, @typeName(Archetype));
@field(comptime_entities, @typeName(Archetype)) = try field.cloneWithAllocator(new_allocator);
}
var runtime_entities = try self.runtime_entities.cloneWithAllocator(new_allocator);
var iter = runtime_entities.valueIterator();
while (iter.next()) |entities| {
entities.erased = try entities.clone(new_allocator, entities.erased);
}
return Self{
.allocator = new_allocator,
.comptime_entities = comptime_entities,
.runtime_entities = runtime_entities,
};
}
pub fn deinit(self: *Self) void {
inline for (archetypes) |Archetype| {
@field(self.comptime_entities, @typeName(Archetype)).deinit();
}
var runtime_iter = self.runtime_entities.valueIterator();
while (runtime_iter.next()) |runtime_entities| {
runtime_entities.deinit(self.allocator, runtime_entities.erased);
}
self.runtime_entities.deinit();
}
};
}
test "example" {
// A location component.
const Location = struct {
x: f32 = 0,
y: f32 = 0,
z: f32 = 0,
};
// A name component.
const Name = []const u8;
// A player archetype.
const Player = struct {
name: Name,
location: Location = .{},
};
const allocator = testing.allocator;
// Entities for e.g. a world. Stores multiple archetypes!
var entities = Entities(.{
// Predeclare your archetypes up front here and you get Archetype lookups at comptime / for free!
Player,
}).init(allocator);
defer entities.deinit();
// Get the player entities
var players = try entities.get(Player);
// A monster archetype
const Monster = struct {
name: Name,
};
// Get the monster entities - note that we didn't declare this archetype up front in Entities.init!
// This archetype lookup will be done at runtime via a type name hashmap
var monsters = try entities.get(Monster);
// Let's add some entities!
const carrot = try monsters.add(.{.name = "carrot"});
const tomato = try monsters.add(.{.name = "tomato"});
const potato = try monsters.add(.{.name = "potato"});
// Remove some of our entities
try monsters.remove(carrot);
try monsters.remove(tomato);
// Change an entity's components
monsters.set(potato, .{.name = "totally real potato"});
// Don't want to set all the components of an entity? i.e. just want to set one field? This can
// be more efficient:
monsters.update(potato, .{.name = "secretly tomato"});
// Get all components of an entity
try testing.expectEqual(Monster{.name = "secretly tomato"}, monsters.get(potato));
// Iterate entities.
_ = try players.add(.{.name = "jane"});
_ = try players.add(.{.name = "bob"});
var iter = players.iterator();
try testing.expectEqualStrings("jane", iter.next().?.name);
try testing.expectEqualStrings("bob", iter.next().?.name);
// We can clone sets of entities, if needed.
var players2 = try players.clone();
defer players2.deinit();
// Or maybe clone ALL entities!
var entities2 = try entities.clone();
defer entities2.deinit();
}