Awesome
harmony-ecs
A compatibility and performance-focused Entity-Component-System (ECS) for JavaScript.
<p> <img alt="NPM" src="https://img.shields.io/npm/l/harmony-ecs?style=flat-square"> <img alt="node-current" src="https://img.shields.io/node/v/harmony-ecs?style=flat-square"> <a href="https://codecov.io/gh/3mcd/harmony-ecs"> <img alt="Codecov" src="https://img.shields.io/codecov/c/github/3mcd/harmony-ecs?style=flat-square"> </a> <img alt="npm bundle size" src="https://img.shields.io/bundlephobia/min/harmony-ecs?style=flat-square"> </p>Features
- Hybrid SoA and AoS storage
- Complex, scalar, and tag components
- Fast iteration and mutation [1] [2]
- Fast insert/relocate and auto-updating queries via connected archetype graph
- Compatible with third-party libraries like Three.js, Pixi, and Cannon
Installation
npm install harmony-ecs
Documentation
Examples
This repo contains examples in the examples
directory. You can run each project using npm run example:*
, where *
is the name of an example subdirectory.
Below is a sample of Harmony's API, where a TypedArray Velocity
component is used to update an object Position
component:
import { World, Schema, Entity, Query, Format } from "harmony-ecs"
const Vector2 = {
x: Format.float64,
y: Format.float64,
}
const world = World.make(1_000_000)
const Position = Schema.make(world, Vector2)
const Velocity = Schema.makeBinary(world, Vector2)
const Kinetic = [Position, Velocity] as const
for (let i = 0; i < 1_000_000; i++) {
Entity.make(world, Kinetic)
}
const kinetics = Query.make(world, Kinetic)
for (const [entities, [p, v]] of kinetics) {
for (let i = 0; i < entities.length; i++) {
p[i].x += v.x[i]
p[i].y += v.y[i]
}
}
Harmony does not modify objects, making it highly compatible with third-party libraries. Take the following example where an entity is composed of a Three.js mesh, Cannon.js rigid body, and some proprietary TypedArray-backed data.
const Vector3 = { x: Format.float64 /* etc */ }
const Mesh = Schema.make(world, { position: Vector3 })
const Body = Schema.make(world, { position: Vector3 })
const PlayerInfo = Schema.makeBinary(world, { id: Format.uint32 })
const Player = [Mesh, Body, PlayerInfo] as const
const mesh = new Three.Mesh(new Three.SphereGeometry(), new Three.MeshBasicMaterial())
const body = new Cannon.Body({ mass: 1, shape: new Cannon.Sphere(1) })
Entity.make(world, Player, [mesh, body, { id: 123 }])
Note that we still need to define the shape of third party objects, as seen in the Mesh
and Body
variables. This supplies Harmony with static type information for queries and provides the ECS with important runtime information for serialization, etc.
Performance Tests
Run the performance test suite using npm run perf:node
or npm perf:browser
. Example output:
iterBinary
----------
iter
iterations 100
┌─────────┬────────────┐
│ (index) │ Values │
├─────────┼────────────┤
│ average │ '12.46 ms' │
│ median │ '12.03 ms' │
│ min │ '11.71 ms' │
│ max │ '18.76 ms' │
└─────────┴────────────┘