2023-07-25 11:29:51 +02:00
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![EnTT: Gaming meets modern C++](https://user-images.githubusercontent.com/1812216/103550016-90752280-4ea8-11eb-8667-12ed2219e137.png)
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<!--
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@cond TURN_OFF_DOXYGEN
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-->
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[![Build Status](https://github.com/skypjack/entt/workflows/build/badge.svg)](https://github.com/skypjack/entt/actions)
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[![Coverage](https://codecov.io/gh/skypjack/entt/branch/master/graph/badge.svg)](https://codecov.io/gh/skypjack/entt)
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[![Try online](https://img.shields.io/badge/try-online-brightgreen)](https://godbolt.org/z/zxW73f)
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2023-10-02 15:30:10 +02:00
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[![Vcpkg port](https://img.shields.io/vcpkg/v/entt)](https://vcpkg.link/ports/entt)
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[![Documentation](https://img.shields.io/badge/docs-doxygen-blue)](https://skypjack.github.io/entt/)
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2023-07-25 11:29:51 +02:00
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[![Gitter chat](https://badges.gitter.im/skypjack/entt.png)](https://gitter.im/skypjack/entt)
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[![Discord channel](https://img.shields.io/discord/707607951396962417?logo=discord)](https://discord.gg/5BjPWBd)
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[![Donate](https://img.shields.io/badge/donate-paypal-blue.svg)](https://www.paypal.me/skypjack)
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> `EnTT` has been a dream so far, we haven't found a single bug to date and it's
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> super easy to work with
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>
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> -- Every EnTT User Ever
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`EnTT` is a header-only, tiny and easy to use library for game programming and
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much more written in **modern C++**.<br/>
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[Among others](https://github.com/skypjack/entt/wiki/EnTT-in-Action), it's used
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in [**Minecraft**](https://minecraft.net/en-us/attribution/) by Mojang, the
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[**ArcGIS Runtime SDKs**](https://developers.arcgis.com/arcgis-runtime/) by Esri
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and the amazing [**Ragdoll**](https://ragdolldynamics.com/).<br/>
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If you don't see your project in the list, please open an issue, submit a PR or
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add the [#entt](https://github.com/topics/entt) tag to your _topics_! :+1:
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---
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Do you want to **keep up with changes** or do you have a **question** that
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doesn't require you to open an issue?<br/>
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Join the [gitter channel](https://gitter.im/skypjack/entt) and the
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[discord server](https://discord.gg/5BjPWBd), meet other users like you. The
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more we are, the better for everyone.<br/>
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Don't forget to check the
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[FAQs](https://github.com/skypjack/entt/wiki/Frequently-Asked-Questions) and the
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[wiki](https://github.com/skypjack/entt/wiki) too. Your answers may already be
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there.
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Do you want to support `EnTT`? Consider becoming a
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[**sponsor**](https://github.com/users/skypjack/sponsorship).
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Many thanks to [these people](https://skypjack.github.io/sponsorship/) and
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**special** thanks to:
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[![mojang](https://user-images.githubusercontent.com/1812216/106253145-67ca1980-6217-11eb-9c0b-d93561b37098.png)](https://mojang.com)
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[![imgly](https://user-images.githubusercontent.com/1812216/106253726-271ed000-6218-11eb-98e0-c9c681925770.png)](https://img.ly/)
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# Table of Contents
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* [Introduction](#introduction)
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* [Code Example](#code-example)
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* [Motivation](#motivation)
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* [Performance](#performance)
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* [Integration](#integration)
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* [Requirements](#requirements)
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* [CMake](#cmake)
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* [Natvis support](#natvis-support)
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* [Packaging Tools](#packaging-tools)
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* [pkg-config](#pkg-config)
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* [Documentation](#documentation)
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* [Tests](#tests)
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* [EnTT in Action](#entt-in-action)
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* [Contributors](#contributors)
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* [License](#license)
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<!--
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@endcond TURN_OFF_DOXYGEN
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-->
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# Introduction
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The entity-component-system (also known as _ECS_) is an architectural pattern
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used mostly in game development. For further details:
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* [Entity Systems Wiki](http://entity-systems.wikidot.com/)
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* [Evolve Your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/)
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* [ECS on Wikipedia](https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%80%93system)
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This project started off as a pure entity-component system. Over time the
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codebase has grown as more and more classes and functionalities were added.<br/>
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Here is a brief, yet incomplete list of what it offers today:
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* Built-in **RTTI system** mostly similar to the standard one.
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* A `constexpr` utility for human-readable **resource names**.
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* Minimal **configuration system** built using the monostate pattern.
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* Incredibly fast **entity-component system** with its own _pay for what you
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use_ policy, unconstrained component types with optional pointer stability and
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hooks for storage customization.
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* Views and groups to iterate entities and components and allow different access
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patterns, from **perfect SoA** to fully random.
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* A lot of **facilities** built on top of the entity-component system to help
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the users and avoid reinventing the wheel.
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* General purpose **execution graph builder** for optimal scheduling.
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* The smallest and most basic implementation of a **service locator** ever seen.
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* A built-in, non-intrusive and macro-free runtime **reflection system**.
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* **Static polymorphism** made simple and within everyone's reach.
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* A few homemade containers, like a sparse set based **hash map**.
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* A **cooperative scheduler** for processes of any type.
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* All that is needed for **resource management** (cache, loaders, handles).
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* Delegates, **signal handlers** and a tiny event dispatcher.
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* A general purpose **event emitter** as a CRTP idiom based class template.
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* And **much more**! Check out the
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[**wiki**](https://github.com/skypjack/entt/wiki).
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Consider this list a work in progress as well as the project. The whole API is
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fully documented in-code for those who are brave enough to read it.<br/>
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Please, do note that all tools are also DLL-friendly now and run smoothly across
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boundaries.
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One thing known to most is that `EnTT` is also used in **Minecraft**.<br/>
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Given that the game is available literally everywhere, I can confidently say
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that the library has been sufficiently tested on every platform that can come to
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mind.
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## Code Example
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```cpp
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#include <entt/entt.hpp>
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struct position {
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float x;
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float y;
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};
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struct velocity {
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float dx;
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float dy;
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};
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void update(entt::registry ®istry) {
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auto view = registry.view<const position, velocity>();
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// use a callback
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view.each([](const auto &pos, auto &vel) { /* ... */ });
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// use an extended callback
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view.each([](const auto entity, const auto &pos, auto &vel) { /* ... */ });
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// use a range-for
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for(auto [entity, pos, vel]: view.each()) {
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// ...
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}
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// use forward iterators and get only the components of interest
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for(auto entity: view) {
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auto &vel = view.get<velocity>(entity);
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// ...
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}
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}
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int main() {
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entt::registry registry;
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for(auto i = 0u; i < 10u; ++i) {
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const auto entity = registry.create();
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registry.emplace<position>(entity, i * 1.f, i * 1.f);
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if(i % 2 == 0) { registry.emplace<velocity>(entity, i * .1f, i * .1f); }
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}
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update(registry);
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}
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```
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## Motivation
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I started developing `EnTT` for the _wrong_ reason: my goal was to design an
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entity-component system to beat another well known open source library both in
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terms of performance and possibly memory usage.<br/>
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In the end, I did it, but it wasn't very satisfying. Actually it wasn't
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satisfying at all. The fastest and nothing more, fairly little indeed. When I
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realized it, I tried hard to keep intact the great performance of `EnTT` and to
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add all the features I wanted to see in *my own library* at the same time.
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Nowadays, `EnTT` is finally what I was looking for: still faster than its
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_competitors_, lower memory usage in the average case, a really good API and an
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amazing set of features. And even more, of course.
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## Performance
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The proposed entity-component system is incredibly fast to iterate entities and
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components, this is a fact. Some compilers make a lot of optimizations because
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of how `EnTT` works, some others aren't that good. In general, if we consider
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real world cases, `EnTT` is somewhere between a bit and much faster than many of
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the other solutions around, although I couldn't check them all for obvious
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reasons.
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If you are interested, you can compile the `benchmark` test in release mode (to
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enable compiler optimizations, otherwise it would make little sense) by setting
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the `ENTT_BUILD_BENCHMARK` option of `CMake` to `ON`, then evaluate yourself
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whether you're satisfied with the results or not.
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Honestly I got tired of updating the README file whenever there is an
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improvement.<br/>
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There are already a lot of projects out there that use `EnTT` as a basis for
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comparison (this should already tell you a lot). Many of these benchmarks are
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completely wrong, many others are simply incomplete, good at omitting some
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information and using the wrong function to compare a given feature. Certainly
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there are also good ones but they age quickly if nobody updates them, especially
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when the library they are dealing with is actively developed.
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The choice to use `EnTT` should be based on its carefully designed API, its
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set of features and the general performance, **not** because some single
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benchmark shows it to be the fastest tool available.
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In the future I'll likely try to get even better performance while still adding
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new features, mainly for fun.<br/>
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If you want to contribute and/or have suggestions, feel free to make a PR or
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open an issue to discuss your idea.
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# Integration
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`EnTT` is a header-only library. This means that including the `entt.hpp` header
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is enough to include the library as a whole and use it. For those who are
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interested only in the entity-component system, consider to include the sole
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`entity/registry.hpp` header instead.<br/>
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It's a matter of adding the following line to the top of a file:
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```cpp
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#include <entt/entt.hpp>
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```
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Use the line below to include only the entity-component system instead:
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```cpp
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#include <entt/entity/registry.hpp>
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```
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Then pass the proper `-I` argument to the compiler to add the `src` directory to
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the include paths.
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## Requirements
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To be able to use `EnTT`, users must provide a full-featured compiler that
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supports at least C++17.<br/>
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The requirements below are mandatory to compile the tests and to extract the
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documentation:
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* `CMake` version 3.7 or later.
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* `Doxygen` version 1.8 or later.
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Alternatively, [Bazel](https://bazel.build) is also supported as a build system
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(credits to [zaucy](https://github.com/zaucy) who offered to maintain it).<br/>
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In the documentation below I'll still refer to `CMake`, this being the official
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build system of the library.
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## CMake
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To use `EnTT` from a `CMake` project, just link an existing target to the
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`EnTT::EnTT` alias.<br/>
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The library offers everything you need for locating (as in `find_package`),
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embedding (as in `add_subdirectory`), fetching (as in `FetchContent`) or using
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it in many of the ways that you can think of and that involve `CMake`.<br/>
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Covering all possible cases would require a treaty and not a simple README file,
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but I'm confident that anyone reading this section also knows what it's about
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and can use `EnTT` from a `CMake` project without problems.
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## Natvis support
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When using `CMake`, just enable the option `ENTT_INCLUDE_NATVIS` and enjoy
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it.<br/>
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Otherwise, most of the tools are covered via Natvis and all files can be found
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in the `natvis` directory, divided by module.<br/>
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If you spot errors or have suggestions, any contribution is welcome!
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## Packaging Tools
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`EnTT` is available for some of the most known packaging tools. In particular:
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* [`Conan`](https://github.com/conan-io/conan-center-index), the C/C++ Package
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Manager for Developers.
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* [`vcpkg`](https://github.com/Microsoft/vcpkg), Microsoft VC++ Packaging
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Tool.<br/>
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You can download and install `EnTT` in just a few simple steps:
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```
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$ git clone https://github.com/Microsoft/vcpkg.git
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$ cd vcpkg
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$ ./bootstrap-vcpkg.sh
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$ ./vcpkg integrate install
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$ vcpkg install entt
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```
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Or you can use the `experimental` feature to test the latest changes:
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```
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vcpkg install entt[experimental] --head
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```
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The `EnTT` port in `vcpkg` is kept up to date by Microsoft team members and
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community contributors.<br/>
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If the version is out of date, please
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[create an issue or pull request](https://github.com/Microsoft/vcpkg) on the
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`vcpkg` repository.
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* [`Homebrew`](https://github.com/skypjack/homebrew-entt), the missing package
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manager for macOS.<br/>
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Available as a homebrew formula. Just type the following to install it:
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```
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brew install skypjack/entt/entt
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```
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* [`build2`](https://build2.org), build toolchain for developing and packaging C
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and C++ code.<br/>
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In order to use the [`entt`](https://cppget.org/entt) package in a `build2`
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project, add the following line or a similar one to the `manifest` file:
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```
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depends: entt ^3.0.0
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```
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Also check that the configuration refers to a valid repository, so that the
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package can be found by `build2`:
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* [`cppget.org`](https://cppget.org), the open-source community central
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repository, accessible as `https://pkg.cppget.org/1/stable`.
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* [Package source repository](https://github.com/build2-packaging/entt):
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accessible as either `https://github.com/build2-packaging/entt.git` or
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`ssh://git@github.com/build2-packaging/entt.git`.
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Feel free to [report issues](https://github.com/build2-packaging/entt) with
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this package.
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Both can be used with `bpkg add-repo` or added in a project
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`repositories.manifest`. See the official
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[documentation](https://build2.org/build2-toolchain/doc/build2-toolchain-intro.xhtml#guide-repositories)
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for more details.
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Consider this list a work in progress and help me to make it longer if you like.
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## pkg-config
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`EnTT` also supports `pkg-config` (for some definition of _supports_ at least).
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A suitable file called `entt.pc` is generated and installed in a proper
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directory when running `CMake`.<br/>
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This should also make it easier to use with tools such as `Meson` or similar.
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# Documentation
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The documentation is based on [doxygen](http://www.doxygen.nl/). To build it:
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$ cd build
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$ cmake .. -DENTT_BUILD_DOCS=ON
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$ make
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2023-10-02 15:30:10 +02:00
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The API reference is created in HTML format in the `build/docs/html` directory.
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To navigate it with your favorite browser:
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$ cd build
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$ your_favorite_browser docs/html/index.html
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<!--
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@cond TURN_OFF_DOXYGEN
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-->
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The same version is also available [online](https://skypjack.github.io/entt/)
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2023-10-02 15:30:10 +02:00
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for the latest release, that is the last stable tag.<br/>
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2023-07-25 11:29:51 +02:00
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Moreover, there exists a [wiki](https://github.com/skypjack/entt/wiki) dedicated
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to the project where users can find all related documentation pages.
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<!--
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@endcond TURN_OFF_DOXYGEN
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-->
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# Tests
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To compile and run the tests, `EnTT` requires *googletest*.<br/>
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`cmake` downloads and compiles the library before compiling anything else. In
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order to build the tests, set the `CMake` option `ENTT_BUILD_TESTING` to `ON`.
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2023-07-25 11:29:51 +02:00
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To build the most basic set of tests:
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* `$ cd build`
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* `$ cmake -DENTT_BUILD_TESTING=ON ..`
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* `$ make`
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* `$ make test`
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Note that benchmarks are not part of this set.
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<!--
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@cond TURN_OFF_DOXYGEN
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-->
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# EnTT in Action
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`EnTT` is widely used in private and commercial applications. I cannot even
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mention most of them because of some signatures I put on some documents time
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ago. Fortunately, there are also people who took the time to implement open
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source projects based on `EnTT` and did not hold back when it came to
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documenting them.
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[Here](https://github.com/skypjack/entt/wiki/EnTT-in-Action) you can find an
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incomplete list of games, applications and articles that can be used as a
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reference.
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If you know of other resources out there that are about `EnTT`, feel free to
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open an issue or a PR and I'll be glad to add them to the list.
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# Contributors
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Requests for features, PRs, suggestions ad feedback are highly appreciated.
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If you find you can help and want to contribute to the project with your
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experience or you do want to get part of the project for some other reason, feel
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free to contact me directly (you can find the mail in the
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[profile](https://github.com/skypjack)).<br/>
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I can't promise that each and every contribution will be accepted, but I can
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assure that I'll do my best to take them all as soon as possible.
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If you decide to participate, please see the guidelines for
|
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|
[contributing](CONTRIBUTING.md) before to create issues or pull
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|
requests.<br/>
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Take also a look at the
|
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|
[contributors list](https://github.com/skypjack/entt/blob/master/AUTHORS) to
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know who has participated so far.
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<!--
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|
@endcond TURN_OFF_DOXYGEN
|
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|
-->
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# License
|
|
|
|
|
2023-10-02 15:30:10 +02:00
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Code and documentation Copyright (c) 2017-2023 Michele Caini.<br/>
|
2023-07-25 11:29:51 +02:00
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Colorful logo Copyright (c) 2018-2021 Richard Caseres.
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Code released under
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[the MIT license](https://github.com/skypjack/entt/blob/master/LICENSE).<br/>
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|
Documentation released under
|
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|
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).<br/>
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All logos released under
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[CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/).
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