@byloth/micro-ecs
v1.0.26
Published
A simple & lightweight ECS (Entity Component System) library for JavaScript and TypeScript. 🕹
Maintainers
Readme
μECS 🕹
A simple & lightweight ECS (Entity Component System) library for JavaScript and TypeScript.
Overview
μECS (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 μECS 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 — Central container managing Entities, Systems, Resources, and Services
- Entity — Container for Components, can be enabled/disabled
- Component — Data attached to Entities, with independent enable/disable
- System — Logic operating on entities/components, with priority-based execution
- Resource — Singleton data shared across the world
- Service — A System that can be used as a Resource dependency
- QueryManager — Efficient component queries with cached views
- Contexts — Dependency injection for Systems (WorldContext) and Components (EntityContext)
- Events — Built-in pub/sub system via
Publisher
Installation
# npm
npm install @byloth/micro-ecs
# pnpm
pnpm add @byloth/micro-ecs
# yarn
yarn add @byloth/micro-ecs
# bun
bun add @byloth/micro-ecsNote: This library requires
@byloth/coreas a peer dependency.
Quick Start
import { World, Entity, Component, System } from "@byloth/micro-ecs";
// Define a Component
class Position extends Component {
public x = 0;
public y = 0;
}
// Define a System
class MovementSystem extends System {
private view?: ReadonlyMapView<Entity, [Position]>;
public override onAttach(world: World): void {
this.view = this.world!.getComponentView(Position);
}
public override update(deltaTime: number): void {
for (const [entity, [position]] of this.view!) {
position.x += 1 * deltaTime;
position.y += 1 * deltaTime;
}
}
}
// Create the World
const world = new World();
// Add Systems and Entities
world.addSystem(new MovementSystem());
const entity = new Entity();
entity.addComponent(new Position());
world.addEntity(entity);
// Game loop
function gameLoop(deltaTime: number) {
world.update(deltaTime);
}Architecture
Core Classes
All ECS objects inherit from μObject, which provides auto-incrementing unique IDs.
μObject
├── Resource — Singleton data, attachable to World
├── System — Logic with update(), priority, enable/disable
├── Entity — Container for Components
└── Component — Data attached to EntitiesQueryManager
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 — Provided to Systems for:
- Event subscription (
on,once,wait,off) - Event emission (
emit) - Resource dependency management (
useResource,releaseResource)
EntityContext — Provided to Components for:
- Component dependency management (
useComponent,releaseComponent)
Roadmap
🔴 Critical
Issues that block or compromise production usage.
[ ] Minification-safe type identification
The
QueryManagercurrently usesType.nameto generate query keys. In minified builds, class names are reduced to single letters (a,b,c...), causing potential collisions between different queries.Possible solutions:
- Numeric registry with auto-incrementing ID for each component type
Symbol()associated with each class- Decorator or static method that assigns a unique identifier
🟠 Improvements
Optimizations and refinements that improve quality and performance.
[ ] Automatic View garbage collection
Implement an automatic clean-up system for
QueryManagerthat 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
EntityandComponentto 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
QueryManagercovers part of these advantages. Actual utility to be evaluated.
