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Unnamed Entity Component System v2

Features

  • Sparse-set based component storage.
  • Spawn entities.
  • Systems are just functions, as with any Rust ECS libraries.

Missing features

I'm not actively working on this project, but I'll probably come back to it at some point.

  • Despawn entities Entity ids can be deallocated and reallocated, but this isn't exposed in the API. The eventual API should remove all components from an entity before despawning it.
  • Iteration over multiple component types. This is kinda tricky (to do efficiently). I don't want to use archetypes.
  • Filtering queries
  • Scheduling, system sets, etc. Scheduling is probably overkill.
  • Events

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