apecs: Fast Entity-Component-System library for game programming

[ bsd3, control, data, game, library ] [ Propose Tags ]

apecs is a fast, type-driven Entity-Component-System library for game programming.


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Versions [faq] 0.1.0.0, 0.1.1.0, 0.2.0.0, 0.2.0.1, 0.2.0.2, 0.2.0.3, 0.2.1.0, 0.2.1.1, 0.2.2.0, 0.2.3.0, 0.2.4.0, 0.2.4.1, 0.2.4.2, 0.2.4.3, 0.2.4.4, 0.2.4.5, 0.2.4.6, 0.2.4.7, 0.3.0.0, 0.3.0.1, 0.3.0.2, 0.4.0.0, 0.4.0.1, 0.4.1.0, 0.4.1.1, 0.5.0.0, 0.5.1.0, 0.5.1.1, 0.6.0.0, 0.7.0, 0.7.1, 0.7.2, 0.7.3, 0.8.0, 0.8.1, 0.8.2, 0.8.3, 0.9.0, 0.9.1, 0.9.2
Change log CHANGELOG.md
Dependencies array (>=0.4 && <0.6), base (>=4.9 && <5), containers (>=0.5 && <0.8), exceptions (>=0.10.0 && <0.11), mtl (==2.2.*), template-haskell (>=2.12 && <3), vector (>=0.11 && <0.13) [details]
License BSD-3-Clause
Author Jonas Carpay
Maintainer jonascarpay@gmail.com
Category Game, Control, Data
Home page https://github.com/jonascarpay/apecs#readme
Source repo head: git clone git://github.com/jonascarpay/apecs.git
Uploaded by jonascarpay at 2020-06-12T06:48:50Z
Distributions LTSHaskell:0.7.3, NixOS:0.9.2, Stackage:0.7.3
Downloads 19768 total (219 in the last 30 days)
Rating 2.0 (votes: 1) [estimated by Bayesian average]
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Status Hackage Matrix CI
Docs available [build log]
Last success reported on 2020-06-12 [all 1 reports]

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Readme for apecs-0.9.2

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apecs

apecs is an Entity Component System (ECS) library for game development.

apecs aims to be

  • Fast - Performance is competitive with Rust ECS libraries (see benchmark results below)
  • Safe - Completely hides the dangers of the low-level machinery
  • Concise - Game logic is expressed using a small number of powerful combinators
  • Flexible - Easily add new modules or backends
  • Cool

Benchmarks

Links

Games/articles
Packages

Example

{-# LANGUAGE FlexibleInstances     #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE ScopedTypeVariables   #-}
{-# LANGUAGE TemplateHaskell       #-}
{-# LANGUAGE TypeFamilies          #-}

import Apecs
import Linear (V2 (..))

newtype Position = Position (V2 Double) deriving Show
newtype Velocity = Velocity (V2 Double) deriving Show
data Flying = Flying

makeWorldAndComponents "World" [''Position, ''Velocity, ''Flying]

game :: System World ()
game = do
  newEntity (Position 0, Velocity 1)
  newEntity (Position 2, Velocity 1)
  newEntity (Position 1, Velocity 2, Flying)

  -- 1. Add velocity to position
  -- 2. Apply gravity to non-flying entities
  -- 3. Print a list of entities and their positions
  cmap $ \(Position p, Velocity v) -> Position (v+p)
  cmap $ \(Velocity v, _ :: Not Flying) -> Velocity (v - V2 0 1)
  cmapM_ $ \(Position p, Entity e) -> liftIO . print $ (e, p)

main :: IO ()
main = initWorld >>= runSystem game