Dartk.EntitiesDotNet
0.1.0-alpha10
Prefix Reserved
dotnet add package Dartk.EntitiesDotNet --version 0.1.0-alpha10
NuGet\Install-Package Dartk.EntitiesDotNet -Version 0.1.0-alpha10
<PackageReference Include="Dartk.EntitiesDotNet" Version="0.1.0-alpha10" />
paket add Dartk.EntitiesDotNet --version 0.1.0-alpha10
#r "nuget: Dartk.EntitiesDotNet, 0.1.0-alpha10"
// Install Dartk.EntitiesDotNet as a Cake Addin #addin nuget:?package=Dartk.EntitiesDotNet&version=0.1.0-alpha10&prerelease // Install Dartk.EntitiesDotNet as a Cake Tool #tool nuget:?package=Dartk.EntitiesDotNet&version=0.1.0-alpha10&prerelease
EntitiesDotNet
Warning: This is an experimental project and is not ready for production use.
A fast and ergonomic general purpose Entity Component System library for .NET inspired by Unity Entities.
- Installation
- Entity Component System concepts
- EntitiesDotNet types
- Iterating over components
- Iterating over components using EntityRef
- Inlining source generator
- Performance
Installation
Add prerelease package Dartk.EntitiesDotNet.
dotnet add package Dartk.EntitiesDotNet --prerelease
(Optional) For EntityRef
and Inline
source generators add prerelease
package Dartk.EntitiesDotNet.Generators
dotnet add package Dartk.EntitiesDotNet.Generators --prerelease
Entity Component System concepts
Entity
Entities in ECS are basic units. They are similar to objects in OOP, but unlike objects entities do not store any values themselves. Values are stored in components that are layed out in parallel arrays for efficient processing of components of the same type. Entity is just a lightweight key that is used to identify a position of components in the arrays.
Component
Components are what holds the data. They are stored in parallel arrays and can be efficiently processed sequentially or accessed randomly using Entity as a key.
System
Any function that manipulates entities.
EntitiesDotNet types
EntityId
A structure that represents an Entity and used as a key to index entity's components
by EntityManager
.
public readonly record struct EntityId(int Id, int Version);
Archetype
A combination of component types. Every unique combination is represented by a single instance
of Archetype
class.
var archetype0 = Archetype<Translation, Velocity, Acceleration>.Instance;
var archetype1 = Archetype.Instance<Translation, Velocity, Acceleration>();
Assert.IsTrue(object.ReferenceEquals(archetype0, archetype1));
IComponentArray
An interface that provides access to parallel arrays of components.
void UpdateTranslation(IComponentArray components, float deltaTime)
{
if (!components.Archetype.Contains<Velocity, Translation>()) return;
int count = components.Count;
ReadOnlySpan<Velocity> velocities = components.GetReadOnlySpan<Velocity>();
Span<Translation> translations = components.GetSpan<Translation>();
for (var i = 0; i < count; ++i)
{
translations[i] += velocities[i] * deltaTime;
}
}
An equivalent method using Read<...>.Write<...>.From:
void UpdateTranslation(IComponentArray components, float deltaTime)
{
var (count, velocities, translations) = Read<Velocity>.Write<Translation>.From(components);
for (var i = 0; i < count; ++i)
{
translations[i] += velocities[i] * deltaTime;
}
}
EntityArrays
A collection of IComponentArray
objects.
void UpdateTranslation(EntityArrays entities, float deltaTime)
{
entities.ForEach((in Velocity velocity, ref Translation translation) =>
translation += velocity * deltaTime);
}
EntityManager
Creates and destroys entities, stores components.
Components are stored in a dictionary of IComponentArray
objects indexed by Archetype
.
Entities
property returns an EntityArrays
collection that holds all entities'
components owned by the EntityManager
.
var entityManager = new EntityManager();
// creates entity with Velocity and Translation components
var entity0 = entityManager.CreateEntity(Archetype<Velocity, Translation>.Instance);
// creates entity with Velocity and Translation components and sets their values
var entity1 = entityManager.CreateEntity(new Velocity(10), new Translation(0));
// updates translation
var deltaTime = 1f / 60f;
entityManager.Entities.ForEach((in Velocity velocity, ref Translation translation) =>
translation += velocity * deltaTime);
Entity
A convenience structure, that holds EntityId
and EntityManager
and provides easy access to
components.
public readonly record struct Entity : IDisposable
{
public Entity(EntityManager entityManager, EntityId id);
public readonly EntityId Id;
public readonly EntityManager EntityManager;
public ref T RefRW<T>(); // mutable component reference
public ref readonly T RefRO<T>(); // read-only component reference
public void Dispose(); // Destroys entity
}
Iterating over components
All of the examples below declare a static class UpdateTranslationSystem
with a method Execute(EntityArrays entityArrays, float deltaTime)
that reads Velocity
and updates Translation
components for every entity in
the entityArrays
argument.
static class UpdateTranslationSystem
{
public static void Execute(EntityArrays arrays, float deltaTime);
}
foreach loop
Read<TR0, TR1, ...>.Write<TW0, TW1, ...>.From()
methods can be used to access spans of
components (Span<T>
or ReadOnlySpan<T>
) from EntityArrays
and IComponentArray
. The result
can be deconstructed into a count of elements followed by spans of the specified components.
static class UpdateTranslationSystem
{
public static void Execute(EntityArrays entities, float deltaTime)
{
foreach (var (count, velocities, translations) in
Read<Velocity>.Write<Translation>.From(entities))
{
// velocities : ReadOnlySpan<Velocity>
// translations : Span<Translation>
for (var i = 0; i < count; ++i)
{
translations[i] += velocities[i] * deltaTime;
}
}
}
}
Or
static class UpdateTranslationSystem
{
public void Excecute(EntityArrays entities, float deltaTime)
{
foreach (IComponentArray components in entities)
{
var (count, v, t) = Read<Velocity>.Write<Translation>.From(components);
// velocities : ReadOnlySpan<Velocity>
// translations : Span<Translation>
for (var i = 0; i < count; ++i)
{
translations[i] += velocities[i] * deltaTime;
}
}
}
}
foreach loop with unmanaged function call
Spans of components that are returned from Read<TR0, TR1, ...>.Write<TW0, TW1, ...>.From()
methods
can be passed to an unmanaged function.
static class UpdateTranslationSystem
{
public static unsafe void loop_native(EntityArrays entities, float deltaTime)
{
foreach (var (count, velocities, translations) in
Read<Velocity>.Write<Translation>.From(entities))
{
fixed (Velocity* velocitiesPtr = velocities)
fixed (Translation* translationsPtr = translations)
{
update_translation(count, velocitiesPtr, translationsPtr, deltaTime);
}
}
}
[DllImport("native_library.dll")]
private static extern void update_translation(
int count,
Velocity* velocities,
Translation* translations,
float deltaTime);
}
ForEach extensions
ForEach
extension methods for EntityArrays
and IComponentArray
take one of
the ForEach_RR..WW..<T0, T1, ...>
delegates to iterate over components.
namespace EntitiesDotNet.Delegates;
public delegate void Func_RW<T0, T1>(in T0 arg0, ref T1 arg1);
public delegate void Func_RW_I<T0, T1>(in T0 arg0, ref T1 arg1, int index);
static class UpdateTranslationSystem
{
public static void Execute(EntityArrays entities, float deltaTime)
{
entities.ForEach((in Velocity v, ref Translation t) => t += v * deltaTime);
}
}
ForEach extensions inlining
ForEach
extension method calls can be inlined.
Info: This is one of the fastest ways to iterate over components
static partial class UpdateTranslationSystem
{
[Inline] static void _Execute(EntityArrays entities, float deltaTime)
{
entities.ForEach((in Velocity v, ref Translation t) => t += v * deltaTime);
}
}
<details>
<summary>Generated <code>UpdateTranslationSystem.Execute</code></summary>
#define SOURCEGEN
#pragma warning disable CS0105 // disables warning about using the same namespaces several times
using EntitiesDotNet;
static partial class UpdateTranslationSystem
{
[EntitiesDotNet.GeneratedFrom(nameof(_Execute))]
public static void Execute(EntityArrays entities, float deltaTime)
{
{
var @this = entities;
foreach (var __array in @this)
{
if (__array.Count == 0 || !__array.Archetype.Contains<Velocity, Translation>())
{
continue;
}
var __count = __array.Count;
ref var v = ref System.Runtime.InteropServices.MemoryMarshal.GetReference(__array.GetSpan<Velocity>());
ref var t = ref System.Runtime.InteropServices.MemoryMarshal.GetReference(__array.GetSpan<Translation>());
for (var __i = 0; __i < __count; v = ref System.Runtime.CompilerServices.Unsafe.Add(ref v, 1), t = ref System.Runtime.CompilerServices.Unsafe.Add(ref t, 1), ++__i)
{
t += v * deltaTime;
}
}
}
}
}
#pragma warning restore CS0104
</details>
Iterating over components using EntityRef
.NET 7 introduced ref fields that can be used to access entity's components.
Warning:
ref fields
are not supported for runtime targets lower than .NET 7.
Create a ref partial struct
with mutable ref
fields of component types (ref
itself can
be readonly but the field must be mutable). Mark the struct with [EntityRef]
attribute. The struct
must be public or internal to support ForEach
extension methods
for EntityArrays
and IComponentArray
.
static partial class UpdateTranslationSystem
{
[EntityRef]
public ref partial struct ThisEntity
{
public ref Translation Translation;
public ref readonly Velocity Velocity; // mutable field, readonly reference
}
}
foreach loop
EntityRef generator creates static method From(IComponentArray)
that
can be used with foreach
loop:
Info: This is one of the fastest ways to iterate over components
static partial class UpdateTranslationSystem
{
[EntityRef]
ref partial struct ThisEntity
{
public ref Translation Translation;
public ref readonly Velocity Velocity;
}
public static void Execute(EntityArrays entityArrays, float deltaTime)
{
foreach (var array in entityArrays)
foreach (var entity in ThisEntity.From(array))
{
entity.Translation += entity.Velocity * deltaTime;
}
}
}
ForEach extensions
If the EntityRef
struct is public or internal, then ForEach
extension methods for EntityArrays
and IComponentArray
are generated:
static partial class UpdateTranslationSystem
{
[EntityRef]
public ref partial struct ThisEntity
{
public ref Translation Translation;
public ref readonly Velocity Velocity;
}
public static void Execute(EntityArrays entities, float deltaTime)
{
entities.ForEach((in ThisEntity entity) =>
entity.Translation += entity.Velocity * deltaTime);
}
}
ForEach extensions inlining
ForEach
extension method calls can be inlined.
Info: This is one of the fastest ways to iterate over components
static partial class UpdateTranslationSystem
{
[EntityRef]
public ref partial struct ThisEntity
{
public ref Translation Translation;
public ref readonly Velocity Velocity;
}
[Inline] static void _Execute(EntityArrays entities, float deltaTime)
{
entities.ForEach((in ThisEntity entity) =>
entity.Translation += entity.Velocity * deltaTime);
}
}
<details>
<summary>Generated method <code>UpdateTranslationSystem.Execute</code></summary>
#define SOURCEGEN
#pragma warning disable CS0105 // disables warning about using the same namespaces several times
using EntitiesDotNet;
static partial class UpdateTranslationSystem
{
[EntitiesDotNet.GeneratedFrom(nameof(_Execute))]
public static void Execute(EntityArrays entities, float deltaTime)
{
{
var @this = entities;
UpdateTranslationSystem.ThisEntity entity = default;
foreach (var __array in @this)
{
var(__count, __VelocitySpan, __TranslationSpan) = EntitiesDotNet.Read<Velocity>.Write<Translation>.From(__array);
if (__count == 0)
continue;
ref var __Velocity = ref System.Runtime.InteropServices.MemoryMarshal.GetReference(__VelocitySpan);
ref var __Translation = ref System.Runtime.InteropServices.MemoryMarshal.GetReference(__TranslationSpan);
for (var __i = 0; __i < __count; __Velocity = ref System.Runtime.CompilerServices.Unsafe.Add(ref __Velocity, 1), __Translation = ref System.Runtime.CompilerServices.Unsafe.Add(ref __Translation, 1), ++__i)
{
entity.Velocity = ref __Velocity;
entity.Translation = ref __Translation;
entity.Translation += entity.Velocity * deltaTime;
}
}
}
}
}
#pragma warning restore CS0104
</details>
Inlining source generator
EntitiesDotNet.Generators
includes a source generator that inlines a body of a lambda that is
passed to ForEach
extension method (for individual components
and EntityRefs). The inlined methods do not allocate memory on the
heap and iterate over components with near-native performance.
Given the following code:
static partial class InliningExample
{
[Inline] static int _SumPositiveIntegers(EntityArrays entities)
{
var sum = 0;
entities.ForEach((in int i) =>
{
if (i <= 0) return;
sum += i;
});
return sum;
}
}
Inlining generator will create a method called SumPositiveIntegers
that will
iterate over component spans from
EntityArrays
using InteropServices.MemoryMarshal.GetReference and CompilerServices.Unsafe.Add methods fromSystem.Runtime
namespaceinline the lambda body, substituting
return
statement forcontinue
statement.
Generated code:
#define SOURCEGEN
#pragma warning disable CS0105 // disables warning about using the same namespaces several times
using EntitiesDotNet;
static partial class InliningExample
{
[EntitiesDotNet.GeneratedFrom(nameof(_SumPositiveIntegers))]
public static int SumPositiveIntegers(EntityArrays entities)
{
var sum = 0;
{
var @this = entities;
foreach (var __array in @this)
{
if (__array.Count == 0 || !__array.Archetype.Contains<int>())
{
continue;
}
var __count = __array.Count;
ref var i = ref System.Runtime.InteropServices.MemoryMarshal.GetReference(__array.GetSpan<int>());
for (var __i = 0; __i < __count; i = ref System.Runtime.CompilerServices.Unsafe.Add(ref i, 1), ++__i)
{
{
if (i <= 0)
continue;
sum += i;
}
}
}
}
return sum;
}
}
#pragma warning restore CS0104
Requirements
For an inlined method to be generated following conditions must be met:
Containing type must be
partial
static partial class InliningExample
The original method must be marked with one of the attributes:
[Inline]
[Inline.Private]
[Inline.Protected]
[Inline.Internal]
[Inline.Public]
These attributes take a
string? name = null
argument that defines a name for a method that will be generated.[Inline.Public("InlinedSumPositiveIntegers")] static int SumPositiveIntegers(EntityArrays entities) // Inlined method name: 'InlinedSumPositiveIntegers'
If the attribute's argument
name
is null then the generated method name will be determined by the following rule:If the original method's name starts with an underscore, then the name without an underscore will be used.
[Inline.Public] static int _SumPositiveIntegers(EntityArrays entities) // Inlined method name: 'SumPositiveIntegers'
If the original method's name does not start with an underscore, then the name with
_Inlined
at the end will be used.[Inline.Public] static int SumPositiveIntegers(EntityArrays entities) // Inlined method name: 'SumPositiveIntegers_Inlined'
Performance
The following benchmark measured a performance of updating Translation
from Velocity
for 2 x N
entities.
struct float3
{
public float X;
public float Y;
public float Z;
}
struct Velocity
{
public float3 Float3;
}
struct Translation {
public float3 Float3;
}
void UpdateTranslation(in Velocity v, ref Translation t, float deltaTime)
{
t.Float3.X += v.Float3.X * deltaTime;
t.Float3.Y += v.Float3.Y * deltaTime;
t.Float3.Z += v.Float3.Z * deltaTime;
}
Component systems included in the benchmark:
native
- uses native C++ arraysloop_native
- uses foreach loop that calls unmanaged C++ functionloop
- uses foreach loopext
- uses ForEach extensionsext_inl
- uses inlined ForEach extensionsER_loop
- uses EntityRef's foreach loopER_ext
- uses EntityRef's ForEach extensionsER_ext_inl
- uses EntityRef's inlined ForEach extensions
Full code of the component systems: ComponentSystems.cs
The benchmark was run on a system:
BenchmarkDotNet=v0.13.2, OS=Windows 10 (10.0.19045.2728)
AMD Ryzen 5 5600U with Radeon Graphics, 1 CPU, 12 logical and 6 physical cores
.NET SDK=7.0.101
[Host] : .NET 7.0.1 (7.0.122.56804), X64 RyuJIT AVX2
DefaultJob : .NET 7.0.1 (7.0.122.56804), X64 RyuJIT AVX2
2 x 1 000 Entities
Method | Mean | Error | StdDev | Ratio | Allocated |
---|---|---|---|---|---|
native | 1.612 μs | 0.0036 μs | 0.0032 μs | 1.00 | - |
loop_native | 1.858 μs | 0.0019 μs | 0.0018 μs | 1.15 | - |
ext_inl | 1.963 μs | 0.0381 μs | 0.0408 μs | 1.22 | - |
ER_ext_inl | 1.926 μs | 0.0029 μs | 0.0027 μs | 1.19 | - |
ER_loop | 1.931 μs | 0.0070 μs | 0.0065 μs | 1.20 | - |
loop | 2.217 μs | 0.0072 μs | 0.0060 μs | 1.38 | - |
ext | 3.784 μs | 0.0480 μs | 0.0513 μs | 2.35 | 120 B |
ER_ext | 4.028 μs | 0.0079 μs | 0.0070 μs | 2.50 | 120 B |
2 x 100 000 Entities
Method | Mean | Error | StdDev | Ratio | Allocated |
---|---|---|---|---|---|
native | 173.3 μs | 0.58 μs | 0.49 μs | 1.00 | - |
loop_native | 168.4 μs | 0.40 μs | 0.37 μs | 0.97 | - |
ext_inl | 174.4 μs | 1.76 μs | 1.37 μs | 1.01 | - |
ER_ext_inl | 174.7 μs | 0.53 μs | 0.44 μs | 1.01 | - |
ER_loop | 174.9 μs | 0.64 μs | 0.60 μs | 1.01 | - |
loop | 206.8 μs | 0.71 μs | 0.66 μs | 1.19 | - |
ext | 361.5 μs | 1.58 μs | 1.47 μs | 2.09 | 120 B |
ER_ext | 415.8 μs | 1.01 μs | 0.94 μs | 2.40 | 120 B |
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
.NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen40 was computed. tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.0
- System.Memory (>= 4.5.5)
NuGet packages (1)
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Version | Downloads | Last updated |
---|---|---|
0.1.0-alpha10 | 94 | 5/10/2023 |