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@ste_tisci/ecs

v0.1.5

Published

A minimalistic game engine with zero dependencies based on the Entity Component System (ECS) architecture implemented in TypeScript

Downloads

550

Readme

[!IMPORTANT]
Work in progress.

ECS in TypeScript

A minimalistic game engine with zero dependencies based on the Entity Component System (ECS) architecture implemented in TypeScript

Features

  • ECS architecture with single responsability principles (SRP)

  • SparSet for ultra-fast entities lookup

  • Structure of Arrays(SoA) for optimized memory storage and access

  • Bitmask for efficient component queries

Core Components

  • EntityManager: Manage creation, destruction and entity recycle. Uses a bitmask to track components of every entity.

  • ComponentStore: Generic store that maintains components data in SoA format to maximise cache locality.

  • ECS: Central Orchestator that coordinates entity and components, expose an API for queries and CRUD operations

  • SparseSet: Data structure that grants O(1) for insertion, removal and lookups of entities.

Technologies

  • TypeScript for type safety
  • Data oriented architecture for optimal performance
  • Functional pattern without classes
import { ECS } from '@ste_tisci/ecs';

// Define the type of the components
const World = ECS<{
  Position: { x: number; y: number };
  Velocity: { x: number; y: number };
  Size: { width: number; height: number };
  Sprite: { src: HTMLImageElement };
}>();

// Define the structure of components that will be converted in SoA Arrays with the types previously defined
// Position = { x: number[], y: number[] }
// Size = { src: HTMLImageElement[] }
// etc.
World.defineComponents({
  Position: {},
  Size: {},
  Velocity: {},
  Sprite: {},
});

const ent = World.createEntity();

World.addComponent(ent, 'Position', { x: 100, y: 20 });
World.addComponent(ent, 'Velocity', { x: 2, y: 1 });
World.addComponent(ent, 'Size', { width: 20, height: 20 });

function movementSystem(World) {
  const { Position, Velocity } = World.components;

  for (const entity of World.query('Position', 'Velocity')) {
    const posID = entity.Position.id;
    const velID = entity.Velocity.id;

    Position.x[posID] += Velocity.x[velID];
    Position.y[posID] += Velocity.y[velID];
  }
}

function gameLoop() {
  movementSystem(World);
  requestAnimationFrame(gameLoop);
}

gameLoop();

⚖️ License

MIT © 2025 SteTisci