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friflo ECS   splash

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Friflo.Engine.ECS

The ECS for finishers 🏁
Leading performance in most ECS aspects.
Performance Ratio - see C# ECS Benchmark

friflo Flecs.NET TinyEcs Arch fennecs Leopotam DefaultEcs Morpeh
Ratio 1.00 2.55 3.42 6.96 19.02 2.57 3.81 21.09
Notes 1 1 1

News

Contents

Documentation

Get an overview of the feature set or explore various use-cases with examples at friflo ECS · Docs.

Feature highlights

  • Simple API - no boilerplate, rock-solid 🗿 and bulletproof 🛡️
  • High-performance 🔥 compact ECS
  • Low memory footprint 👣. Create 100.000.000 entities in 1.5 sec
  • Zero ⦰ allocations after buffers are large enough. No struct boxing
  • High performant / type-safe queries ⊆
  • Efficient multithreaded queries ⇶
  • Entity component Search in O(1) ∈
  • Fast batch / bulk operations ⏩
  • Command buffers / deferred operations ⏭️
  • Entity relationships and relations ⌘
  • Entity hierarchy / tree ⪪
  • Fully reactive / entity events ⚡
  • Systems / System groups ⚙️
  • JSON Serialization 💿
  • SIMD Support 🧮
  • Supports .NET Standard 2.1 .NET 5 .NET 6 .NET 7 .NET 8
    WASM / WebAssembly, Unity (Mono, AOT/IL2CPP, WebGL), Godot, MonoGame, ... and Native AOT
  • Debug Tools 🐞: Watch entities, components, tags, relations, query results, systems, ...
    Screenshot - Watch ad-hoc query result in debugger
  • 100% verifiably safe 🔒 C#. No unsafe code, native dll bindings and access violations.
    Behavior of access violation bugs using unsafe code

Get package on nuget or use the dotnet CLI.

dotnet add package Friflo.Engine.ECS

Projects using friflo ECS


Quote from developer: "Just wanted to let you know that Friflo ECS 2.0.0 works like a charm in my little game.
I use it for basically everything (landscape segments, vegetation, players, animations, collisions and even the floating dust particles are entities).
After some optimization there is no object allocation during gameplay - the allocation graph just stays flat - no garbage collection."

Demos

MonoGame Demo is available as WASM / WebAssembly app. Try Demo in your browser.
Demo projects on GitHub below.

MonoGame Unity Godot

Desktop Demo performance: Godot 202 FPS, Unity 100 FPS at 65536 entities.
All example Demos - Windows, macOS & Linux - available as projects for MonoGame, Unity and Godot.
See Demos · GitHub

ECS definition

An entity-component-system (ECS) is a software architecture pattern. See ECS ⋅ Wikipedia.
It is often used in the Gaming industry - e.g. Minecraft - and used for high performant data processing.
An ECS provide two strengths:

  1. It enables writing highly decoupled code. Data is stored in Components which are assigned to objects - aka Entities - at runtime.
    Code decoupling is accomplished by dividing implementation in pure data structures (Component types) - and code (Systems) to process them.

  2. It enables high performant system execution by storing components in continuous memory to leverage CPU caches L1, L2 & L3.
    It improves CPU branch prediction by minimizing conditional branches when processing components in tight loops.


New features in 3.0.0

  • Index / Search used to search entities with specific component values in O(1). E.g

    • To lookup entities having a TileComponent with a specific tile id.
    • To lookup network entities with a NetComponent using a custom identifier like a Guid,long or a string.
  • Relationships to create links / connections between entities. Used for:

    • Attack systems
    • Path finding / Route tracing
    • Model social networks. E.g friendship, alliances or rivalries
    • Build any type of a directed graph using entities as nodes and links or relations as edges
  • Relations to add multiple "components" of the same type to a single entity. E.g.

    • Inventory systems
    • To model one-to-many data structures

Big shout out to fennecs and flecs for the challenge to improve the feature set and performance of this project!


⏩ Examples

This section contains two typical use cases when using an ECS.
More examples describing use of various features are in the friflo ECS - Documentation.

🚀 Hello World

The hello world examples demonstrates the creation of a world, some entities with components
and their movement using a simple ForEachEntity() call.

public struct Velocity : IComponent { public Vector3 value; }

public static void HelloWorld()
{
    var world = new EntityStore();
    for (int n = 0; n < 10; n++) {
        world.CreateEntity(new Position(n, 0, 0), new Velocity{ value = new Vector3(0, n, 0)});
    }
    var query = world.Query<Position, Velocity>();
    query.ForEachEntity((ref Position position, ref Velocity velocity, Entity entity) => {
        position.value += velocity.value;
    });
}

In case of moving (updating) thousands or millions of entities an optimized approach can be used.
See: Enumerate Query Chunks, Parallel Query Job and Query Vectorization - SIMD.
All query optimizations are using the same query but with different enumeration techniques.


⚙️ Systems

Systems are new in Friflo.Engine.ECS v2.0.0

Systems in ECS are typically queries.
So you can still use the world.Query<Position, Velocity>() shown in the "Hello World" example.

Using Systems is optional but they have some significant advantages.

System features

  • Enable chaining multiple decoupled QuerySystem classes in a SystemGroup.
    Each group provide a CommandBuffer.

  • A system can have state - fields or properties - which can be used as parameters in OnUpdate().
    The system state can be serialized to JSON.

  • Systems can be enabled/disabled or removed.
    The order of systems in a group can be changed.

  • Systems have performance monitoring build-in to measure execution times and memory allocations.
    If enabled systems detected as bottleneck can be optimized.
    A perf log (see example below) provide a clear overview of all systems their amount of entities and impact on performance.

  • Multiple worlds can be added to a single SystemRoot instance.
    root.Update() will execute every system on all worlds.

public static void HelloSystem()
{
    var world = new EntityStore();
    for (int n = 0; n < 10; n++) {
        world.CreateEntity(new Position(n, 0, 0), new Velocity(), new Scale3());
    }
    var root = new SystemRoot(world) {
        new MoveSystem(),
    //  new PulseSystem(),
    //  new ... multiple systems can be added. The execution order still remains clear.
    };
    root.Update(default);
}
        
class MoveSystem : QuerySystem<Position, Velocity>
{
    protected override void OnUpdate() {
        Query.ForEachEntity((ref Position position, ref Velocity velocity, Entity entity) => {
            position.value += velocity.value;
        });
    }
}

A valuable strength of an ECS is establishing a clear and decoupled code structure.
Adding the PulseSystem below to the SystemRoot above is trivial.
This system uses a foreach (var entity in Query.Entities) as an alternative to Query.ForEachEntity((...) => {...})
to iterate the query result.

struct Pulsating : ITag { }

class PulseSystem : QuerySystem<Scale3>
{
    float frequency = 4f;
    
    public PulseSystem() => Filter.AnyTags(Tags.Get<Pulsating>());
    
    protected override void OnUpdate() {
        foreach (var entity in Query.Entities) {
            ref var scale = ref entity.GetComponent<Scale3>().value;
            scale = Vector3.One * (1 + 0.2f * MathF.Sin(frequency * Tick.time));
        }
    }
}

⏱ System monitoring

System performance monitoring is disabled by default.
To enable monitoring call:

root.SetMonitorPerf(true);

When enabled system monitoring captures

  • Number of system executions.
  • System execution duration in ms.
  • Memory heap allocations per system in bytes.
  • The number of entities matching a query system.

Realtime monitoring

In a game editor like Unity system monitoring is available in the ECS System Set component.

Screenshot: ECS System Set component in Play mode

Log monitoring

The performance statistics available at SystemPerf.
To get performance statistics on console use:

root.Update(default);
Console.WriteLine(root.GetPerfLog());

The log result will look like:

stores: 1                  on   last ms    sum ms   updates  last mem   sum mem  entities
---------------------      --  --------  --------  --------  --------  --------  --------
Systems [2]                 +     0.076     3.322        10       128      1392
| ScaleSystem               +     0.038     2.088        10        64       696     10000
| PositionSystem            +     0.038     1.222        10        64       696     10000
on                  + enabled  - disabled
last ms, sum ms     last/sum system execution time in ms
updates             number of executions
last mem, sum mem   last/sum allocated bytes
entities            number of entities matching a QuerySystem

🏁 ECS Benchmarks

ECS.CSharp.Benchmark - Common use-cases

Created a new GitHub repository ECS.CSharp.Benchmark - Common use-cases.
It compares the performance of multiple ECS projects with simple benchmarks.
So they can be used as a guide to migrate form one ECS to another.
See discussion of reddit announcement Post.

ECS.CSharp.Benchmark

Performance comparison using popular ECS C# benchmark on GitHub.
Two benchmarks - subset of GitHub ⋅ Ecs.CSharp.Benchmark + PR #38 running on a Mac Mini M2.

See Benchmark results.


License

This project is licensed under MIT.

Friflo.Engine.ECS
Copyright © 2024   Ullrich Praetz - https://github.com/friflo

Footnotes

  1. Sparse Set based ECS projects. 2 3