Difference between revisions of "tiny-ecs"
(→Entity Component System for lua.) |
m |
||
(One intermediate revision by one other user not shown) | |||
Line 50: | Line 50: | ||
{{#set:LOVE Version=Any}} | {{#set:LOVE Version=Any}} | ||
{{#set:Description=Entity Component System for lua.}} | {{#set:Description=Entity Component System for lua.}} | ||
+ | {{#set:Keyword=Framework}} | ||
[[Category:Libraries]] | [[Category:Libraries]] | ||
+ | |||
+ | == Other Languages == | ||
+ | {{i18n|tiny-ecs}} |
Latest revision as of 15:42, 15 December 2019
Entity Component System for lua.
Tiny-ecs is an Entity Component System for lua that's simple, flexible, and useful.
Because of lua's tabular nature, Entity Component Systems are a natural choice for
simulating large and complex systems. In game programming, ECS is a great way to simplify the game loop. For more explanation on Entity Component Systems,
here is some basic info.
Tiny-ecs also works well with objected oriented programming in lua because Systems and
Entities do not use metatables. This means you can subclass your Systems and Entities, and
use existing lua class frameworks with tiny-ecs, no problem.
Example:
local tiny = require("tiny")
local talkingSystem = tiny.processingSystem()
talkingSystem.filter = tiny.requireAll("name", "mass", "phrase")
function talkingSystem:process(e, dt)
e.mass = e.mass + dt * 3
print(e.name .. ", who weighs " .. e.mass .. " pounds, says, \"" .. e.phrase .. "\"")
end
local joe = {
name = "Joe",
phrase = "I'm a plumber.",
mass = 150,
hairColor = "brown"
}
local world = tiny.world(talkingSystem, joe)
for i = 1, 20 do
world:update(1)
end
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info