Expand description
SPECS Parallel ECS
This library provides an ECS variant designed for parallel execution and convenient usage. It is highly flexible when it comes to actual component data and the way it is stored and accessed.
Features:
- depending on chosen features either 0 virtual function calls or one per system
- parallel iteration over components
- parallel execution of systems
High-level overview
One could basically split this library up into two parts: The data part and the execution part.
The data
World
is where component storages, resources and entities are stored.
See the docs of World
for more.
Component
s can be easily implemented like this:
use specs::prelude::*;
struct MyComp;
impl Component for MyComp {
type Storage = VecStorage<Self>;
}
Or alternatively, if you enable the "derive"
feature, you can use a
custom #[derive]
macro:
use specs::{prelude::*, Component};
#[derive(Component)]
#[storage(VecStorage)] // default is `DenseVecStorage`
struct MyComp;
You can choose different storages according to your needs.
These storages can be join
ed together, for example joining a Velocity
and a Position
storage means you’ll only get entities which have both of
them. Thanks to rayon, this is even possible in parallel! See ParJoin
for more.
System execution
Here we have System
and Dispatcher
as our core types. Both types
are provided by a library called shred
.
The Dispatcher
can be seen as an optional part here;
it allows dispatching the systems in parallel, given a list
of systems and their dependencies on other systems.
If you don’t like it, you can also execute the systems yourself
by using RunNow
.
System
s are traits with a run()
method and an associated
SystemData
, allowing type-safe aspects (knowledge about the
reads / writes of the systems).
Examples
This is a basic example of using Specs:
extern crate specs;
use specs::prelude::*;
// A component contains data which is
// associated with an entity.
struct Vel(f32);
impl Component for Vel {
type Storage = VecStorage<Self>;
}
struct Pos(f32);
impl Component for Pos {
type Storage = VecStorage<Self>;
}
struct SysA;
impl<'a> System<'a> for SysA {
// These are the resources required for execution.
// You can also define a struct and `#[derive(SystemData)]`,
// see the `full` example.
type SystemData = (WriteStorage<'a, Pos>, ReadStorage<'a, Vel>);
fn run(&mut self, (mut pos, vel): Self::SystemData) {
// The `.join()` combines multiple components,
// so we only access those entities which have
// both of them.
// This joins the component storages for Position
// and Velocity together; it's also possible to do this
// in parallel using rayon's `ParallelIterator`s.
// See `ParJoin` for more.
for (pos, vel) in (&mut pos, &vel).join() {
pos.0 += vel.0;
}
}
}
fn main() {
// The `World` is our
// container for components
// and other resources.
let mut world = World::new();
world.register::<Pos>();
world.register::<Vel>();
// An entity may or may not contain some component.
world.create_entity().with(Vel(2.0)).with(Pos(0.0)).build();
world.create_entity().with(Vel(4.0)).with(Pos(1.6)).build();
world.create_entity().with(Vel(1.5)).with(Pos(5.4)).build();
// This entity does not have `Vel`, so it won't be dispatched.
world.create_entity().with(Pos(2.0)).build();
// This builds a dispatcher.
// The third parameter of `add` specifies
// logical dependencies on other systems.
// Since we only have one, we don't depend on anything.
// See the `full` example for dependencies.
let mut dispatcher = DispatcherBuilder::new().with(SysA, "sys_a", &[]).build();
// This dispatches all the systems in parallel (but blocking).
dispatcher.dispatch(&mut world);
}
You can also easily create new entities on the fly:
use specs::prelude::*;
struct EnemySpawner;
impl<'a> System<'a> for EnemySpawner {
type SystemData = Entities<'a>;
fn run(&mut self, entities: Entities<'a>) {
let enemy = entities.create();
}
}
See the repository’s examples directory for more examples.
Re-exports
pub extern crate hibitset;
pub extern crate rayon;
pub extern crate shred;
pub extern crate shrev;
pub extern crate uuid;
pub use crate::join::ParJoin;
pub use crate::changeset::ChangeSet;
pub use crate::join::Join;
pub use crate::join::LendJoin;
pub use crate::storage::DefaultVecStorage;
pub use crate::storage::DenseVecStorage;
pub use crate::storage::FlaggedStorage;
pub use crate::storage::HashMapStorage;
pub use crate::storage::NullStorage;
pub use crate::storage::ReadStorage;
pub use crate::storage::Storage;
pub use crate::storage::Tracked;
pub use crate::storage::VecStorage;
pub use crate::storage::WriteStorage;
pub use crate::world::Builder;
pub use crate::world::Component;
pub use crate::world::Entities;
pub use crate::world::Entity;
pub use crate::world::EntityBuilder;
pub use crate::world::LazyUpdate;
pub use crate::world::WorldExt;
pub use crate::storage::DerefFlaggedStorage;
Modules
- Provides a changeset that can be collected from an iterator.
- Specs errors
- Joining of components for iteration over entities with specific components.
- Prelude module
- Save and load entities from various formats with serde.
- Component storage types, implementations for component joins, etc.
- Entities, resources, components, and general world management.
Structs
- Like,
Dispatcher
but works asynchronously. - The
BatchAccessor
is used to notify the main dispatcher of the read and write resources of theSystem
s contained in the batch (“sub systems”). - The
BatchUncheckedWorld
wraps an instance of the world. You have to specify this asSystemData
for aSystem
implementingBatchController
. - A
BitSet
is a simple set designed to track which indices are placed into it. - The dispatcher struct, allowing systems to be executed in parallel.
- Builder for the
Dispatcher
. - Allows to fetch a resource in a system immutably.
- A reader ID which represents a subscription to the events pushed to the
EventChannel
. - The static accessor that is used for
SystemData
. - A Resource container, which provides methods to insert, access and manage the contained resources.
- Allows to fetch a resource in a system mutably.
Enums
- Either an
Accessor
of the systemT
or a reference to it.
Traits
- A trait for accessing read/write multiple resources from a system. This can be used to create dynamic systems that don’t specify what they fetch at compile-time.
- The
BatchController
describes things that allow one to control how batches of systems are executed. - Trait for fetching data and running systems. Automatically implemented for systems.
- A
System
, executed with a set of requiredResource
s. - A static system data that can specify its dependencies at statically (at compile-time). Most system data is a
SystemData
, theDynamicSystemData
type is only needed for very special setups.
Type Aliases
- Allows to fetch a resource in a system immutably. This will panic if the resource does not exist. Usage of
Read
orOption<Read>
is therefore recommended. - Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of
Write
orOption<Write>
is therefore recommended.
Derive Macros
- Custom derive macro for the
Component
trait. - Custom derive macro for the
ConvertSaveload
trait. - Used to
#[derive]
the traitSystemData
.