Skip to content

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

License

Notifications You must be signed in to change notification settings

Byloth/micro-ecs

Repository files navigation

ΞΌECS πŸ•Ή

NPM Version Codecov NPM release GPR release NPM Downloads License

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

Essential features that are currently missing.

Luckily, none at the moment.


🟠 Known Bugs & Limitations

Issues and constraints that need addressing.

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.

  • Archetype-based architecture

    Implement an Archetype system within the query and component management to group entities by their component composition, improving iteration performance and cache locality.


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

About

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

Topics

Resources

License

Stars

Watchers

Forks

Sponsor this project

 

Packages