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10 `EnTT` is a header-only, tiny and easy to use framework written in modern
12 It's entirely designed around an architectural pattern pattern called _ECS_ that
13 is used mostly in game development. For further details:
15 * [Entity Systems Wiki](http://entity-systems.wikidot.com/)
16 * [Evolve Your Hierarchy](http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/)
17 * [ECS on Wikipedia](https://en.wikipedia.org/wiki/Entity%E2%80%93component%E2%80%93system)
19 Originally, `EnTT` was written as a faster alternative to other well known and
20 open source entity-component systems.<br/>
21 After a while the codebase has grown and more features have become part of the
27 #include <registry.hpp>
39 void update(entt::DefaultRegistry ®istry) {
40 auto view = ecs.view<Position, Velocity>();
42 for(auto entity: view) {
43 auto &position = view.get<Position>(entity);
44 auto &velocity = view.get<Velocity>(entity);
50 entt::DefaultRegistry registry;
52 for(auto i = 0; i < 10; ++i) {
53 auto entity = registry.create();
54 registry.assign<Position>(entity, i * 1.f, i * 1.f);
55 if(i % 2 == 0) { registry.assign<Velocity>(entity, i * .1f, i * .1f); }
65 I started working on `EnTT` because of the wrong reason: my goal was to design
66 an entity-component system that beated another well known open source solution
67 in terms of performance.<br/>
68 I did it, of course, but it wasn't much satisfying. Actually it wasn't
69 satisfying at all. The fastest and nothing more, fairly little indeed. When I
70 realized it, I tried hard to keep intact the great performance of `EnTT` and to
71 add all the features I wanted to see in *my* entity-component system at the same
74 Today `EnTT` is finally what I was looking for: still faster than its _rivals_,
75 a really good API and an amazing set of features. And even more, of course.
79 As it stands right now, `EnTT` is just fast enough for my requirements if
80 compared to my first choice (that was already amazingly fast indeed).<br/>
81 Here is a comparision between the two (both of them compiled with GCC 7.2.0 on a
82 Dell XPS 13 out of the mid 2014):
84 | Benchmark | EntityX (experimental/compile_time) | EnTT |
85 |-----------|-------------|-------------|
86 | Creating 10M entities | 0.128881s | **0.0408754s** |
87 | Destroying 10M entities | **0.0531374s** | 0.0545839s |
88 | Iterating over 10M entities, unpacking one component, standard view | 0.010661s | **1.58e-07s** |
89 | Iterating over 10M entities, unpacking two components, standard view | **0.0112664s** | 0.0840068s |
90 | Iterating over 10M entities, unpacking two components, standard view, half of the entities have all the components | **0.0077951s** | 0.042168s |
91 | Iterating over 10M entities, unpacking two components, standard view, one of the entities has all the components | 0.00713398s | **8.93e-07s** |
92 | Iterating over 10M entities, unpacking two components, persistent view | 0.0112664s | **5.68e-07s** |
93 | Iterating over 10M entities, unpacking five components, standard view | **0.00905084s** | 0.137757s |
94 | Iterating over 10M entities, unpacking five components, persistent view | 0.00905084s | **2.9e-07s** |
95 | Iterating over 10M entities, unpacking ten components, standard view | **0.0104708s** | 0.388602s |
96 | Iterating over 10M entities, unpacking ten components, standard view, half of the entities have all the components | **0.00899859s** | 0.200752s |
97 | Iterating over 10M entities, unpacking ten components, standard view, one of the entities has all the components | 0.00700349s | **2.565e-06s** |
98 | Iterating over 10M entities, unpacking ten components, persistent view | 0.0104708s | **6.23e-07s** |
99 | Iterating over 50M entities, unpacking one component, standard view | 0.055194s | **2.87e-07s** |
100 | Iterating over 50M entities, unpacking two components, standard view | **0.0533921s** | 0.243197s |
101 | Iterating over 50M entities, unpacking two components, persistent view | 0.055194s | **4.47e-07s** |
102 | Sort 150k entities, one component | - | **0.0080046s** |
103 | Sort 150k entities, match two components | - | **0.00608322s** |
105 `EnTT` includes its own tests and benchmarks. See
106 [benchmark.cpp](https://github.com/skypjack/entt/blob/master/test/benchmark.cpp)
107 for further details.<br/>
108 On Github users can find also a
109 [benchmark suite](https://github.com/abeimler/ecs_benchmark) that compares a
110 bunch of different projects, one of which is `EnTT`.
112 Of course, probably I'll try to get out of `EnTT` more features and better
113 performance in the future, mainly for fun.<br/>
114 If you want to contribute and/or have any suggestion, feel free to make a PR or
115 open an issue to discuss your idea.
121 To be able to use `EnTT`, users must provide a full-featured compiler that
122 supports at least C++14.<br/>
123 The requirements below are mandatory to compile the tests and to extract the
126 * CMake version 3.2 or later.
127 * Doxygen version 1.8 or later.
131 `EnTT` is a header-only library. This means that including the `registry.hpp`
132 header is enough to use it.<br/>
133 It's a matter of adding the following line at the top of a file:
136 #include <registry.hpp>
139 Then pass the proper `-I` argument to the compiler to add the `src` directory to
146 The documentation is based on [doxygen](http://www.stack.nl/~dimitri/doxygen/).
153 The API reference will be created in HTML format within the directory
154 `build/docs/html`. To navigate it with your favorite browser:
157 $ your_favorite_browser docs/html/index.html
159 The API reference is also available [online](https://skypjack.github.io/entt/)
160 for the latest version.
166 The `Registry` to store, the `View`s to iterate. That's all.
168 An entity (the _E_ of an _ECS_) is an opaque identifier that users should just
169 use as-is and store around if needed. Do not try to inspect an entity
170 identifier, its type can change in future and a registry offers all the
171 functionalities to query them out-of-the-box. The underlying type of an entity
172 (either `std::uint16_t`, `std::uint32_t` or `std::uint64_t`) can be specified
173 when defining a registry (actually the DefaultRegistry is nothing more than a
174 Registry where the type of the entities is `std::uint32_t`).<br/>
175 Components (the _C_ of an _ECS_) should be plain old data structures or more
176 complex and moveable data structures with a proper constructor. They are list
177 initialized by using the parameters provided to construct the component. No need
178 to register components or their types neither with the registry nor with the
179 entity-component system at all.<br/>
180 Systems (the _S_ of an _ECS_) are just plain functions, functors, lambdas or
181 whatever the users want. They can accept a Registry, a View or a PersistentView
182 and use them the way they prefer. No need to register systems or their types
183 neither with the registry nor with the entity-component system at all.
185 The following sections will explain in short how to use the entity-component
186 system, the core part of the `EnTT` framework.<br/>
187 In fact, the framework is composed of many other classes in addition to those
188 describe below. For more details, please refer to the
189 [online documentation](https://skypjack.github.io/entt/).
191 #### The Registry, the Entity and the Component
193 A registry is used to store and manage entities as well as to create views to
194 iterate the underlying data structures.<br/>
195 Registry is a class template that lets the users decide what's the preferred
196 type to represent an entity. Because `std::uint32_t` is large enough for almost
197 all the cases, there exists also an alias named DefaultRegistry for
198 `Registry<std::uint32_t>`.
200 Entities are represented by _entitiy identifiers_. An entity identifier is an
201 opaque type that users should not inspect or modify in any way. It carries
202 information about the entity itself and its version.
204 A registry can be used both to construct and to destroy entities:
207 // constructs a naked entity with no components ad returns its identifier
208 auto entity = registry.create();
210 // constructs an entity and assigns it default-initialized components
211 auto another = registry.create<Position, Velocity>();
213 // destroys an entity and all its components
214 registry.destroy(entity);
217 Once an entity is deleted, the registry can freely reuse it internally with a
218 slightly different identifier. In particular, the version of an entity is
219 increased each and every time it's destroyed.<br/>
220 In case entity identifiers are stored around, the registry offers all the
221 functionalities required to test them and get out of the them all the
222 information they carry:
225 // returns true if the entity is still valid, false otherwise
226 bool b = registry.valid(entity);
228 // gets the version contained in the entity identifier
229 auto version = registry.version(entity);
231 // gets the actual version for the given entity
232 auto curr = registry.current(entity);
235 Components can be assigned to or removed from entities at any time with a few
236 calls to member functions of the registry. As for the entities, the registry
237 offers also a set of functionalities users can use to work with the components.
239 The `assign` member function template creates, initializes and assigns to an
240 entity the given component. It accepts a variable number of arguments that are
241 used to construct the component itself if present:
244 registry.assign<Position>(entity, 0., 0.);
248 auto &velocity = registry.assign<Velocity>(entity);
253 If the entity already has the given component, the `replace` member function
254 template can be used to replace it:
257 registry.replace<Position>(entity, 0., 0.);
261 auto &velocity = registry.replace<Velocity>(entity);
266 In case users want to assign a component to an entity, but it's unknown whether
267 the entity already has it or not, `accomodate` does the work in a single call
268 (of course, there is a performance penalty to pay for that mainly due to the
269 fact that it must check if `entity` already has the given component or not):
272 registry.accomodate<Position>(entity, 0., 0.);
276 auto &velocity = registry.accomodate<Velocity>(entity);
281 Note that `accomodate` is a sliglhty faster alternative for the following
282 `if`/`else` statement and nothing more:
285 if(registry.has<Comp>(entity)) {
286 registry.replace<Comp>(entity, arg1, argN);
288 registry.assign<Comp>(entity, arg1, argN);
292 As already shown, if in doubt about whether or not an entity has one or more
293 components, the `has` member function template may be useful:
296 bool b = registry.has<Position, Velocity>(entity);
299 On the other side, if the goal is to delete a single component, the `remove`
300 member function template is the way to go when it's certain that the entity owns
301 a copy of the component:
304 registry.remove<Position>(entity);
307 Otherwise consider to use the `reset` member function. It behaves similarly to
308 `remove` but with a strictly defined behaviour (and a performance penalty is the
309 price to pay for that). In particular it removes the component if and only if it
310 exists, otherwise it returns safely to the caller:
313 registry.reset<Position>(entity);
316 There exist also two other _versions_ of the `reset` member function:
318 * If no entity is passed to it, `reset` will remove the given component from
319 each entity that has it:
322 registry.reset<Position>();
325 * If neither the entity nor the component are specified, all the entities and
326 their components are destroyed:
332 Finally, references to components can be retrieved by just doing this:
335 // either a non-const reference ...
336 DefaultRegistry registry;
337 auto &position = registry.get<Position>(entity);
339 // ... or a const one
340 const auto &cregistry = registry;
341 const auto &position = cregistry.get<Position>(entity);
344 The `get` member function template gives direct access to the component of an
345 entity stored in the underlying data structures of the registry.
347 ##### Sorting: is it possible?
349 Of course, sorting entities and components is an option with `EnTT`.<br/>
350 In fact, there are two functions that respond to slightly different needs:
352 * Components can be sorted directly:
355 registry.sort<Renderable>([](const auto &lhs, const auto &rhs) {
356 return lhs.z < rhs.z;
360 * Components can be sorted according to the order imposed by another component:
363 registry.sort<Movement, Physics>();
366 In this case, instances of `Movement` are arranged in memory so that cache
367 misses are minimized when the two components are iterated together.
369 #### View: to persist or not to persist?
371 There are mainly two kinds of views: standard (also known as View) and
372 persistent (alsa known as PersistentView).<br/>
373 Both of them have pros and cons to take in consideration. In particular:
377 * They work out-of-the-box and don't require any dedicated data
379 * Creating and destroying them isn't expensive at all because they don't
380 have any type of initialization.
381 * They are the best tool to iterate single components.
382 * They are the best tool to iterate multiple components at once when
383 tags are involved or one of the component is assigned to a
384 significantly low number of entities.
385 * They don't affect any other operations of the registry.
387 * Their performance tend to degenerate when the number of components
388 to iterate grows up and the most of the entities have all of them.
392 * Once prepared, creating and destroying them isn't expensive at all
393 because they don't have any type of initialization.
394 * They are the best tool to iterate multiple components at once when
395 the most of the entities have all of them.
397 * They have dedicated data structures and thus affect the memory
398 pressure to a minimal extent.
399 * If not previously prepared, the first time they are used they go
400 through an initialization step that could take a while.
401 * They affect to a minimum the creation and destruction of entities and
402 components. In other terms: the more persistent views there will be,
403 the less performing will be creating and destroying entities and
406 To sum up and as a rule of thumb, use a standard view:
407 * To iterate entities for a single component.
408 * To iterate entities for multiple components when a significantly low
409 number of entities have one of the components.
410 * In all those cases where a persistent view would give a boost to
411 performance but the iteration isn't performed frequently.
413 Use a persistent view in all the other cases.
415 To easily iterate entities, all the views offer _C++-ish_ `begin` and `end`
416 member functions that allow users to use them in a typical range-for loop.<br/>
417 Continue reading for more details or refer to the
418 [official documentation](https://skypjack.github.io/entt/).
422 A standard view behaves differently if it's constructed for a single component
423 or if it has been requested to iterate multiple components. Even the API is
424 different in the two cases.<br/>
425 All that they share is the way they are created by means of a registry:
428 // single component standard view
429 auto single = registry.view<Position>();
431 // multi component standard view
432 auto multi = registry.view<Position, Velocity>();
435 For all that remains, it's worth discussing them separately.<br/>
437 ###### Single component
439 Single component standard views are specialized in order to give a boost in
440 terms of performance in all the situation. This kind of views can access the
441 underlying data structures directly and avoid superflous checks.<br/>
442 They offer a bunch of functionalities to get the number of entities they are
443 going to return and a raw access to the entity list as well as to the component
445 Refer to the [official documentation](https://skypjack.github.io/entt/) for all
448 There is no need to store views around for they are extremely cheap to
449 construct, even though they can be copied without problems and reused
450 freely. In fact, they return newly created and correctly initialized iterators
451 whenever `begin` or `end` are invoked.<br/>
452 To iterate a single component standard view, just use it in range-for:
455 auto view = registry.view<Renderable>();
457 for(auto entity: view) {
458 auto &renderable = view.get(entity);
464 **Note**: prefer the `get` member function of the view instead of the `get`
465 member function template of the registry during iterations.
467 ###### Multi component
469 Multi component standard views iterate entities that have at least all the given
470 components in their bags. During construction, these views look at the number
471 of entities available for each component and pick up a reference to the smallest
472 set of candidates in order to speed up iterations.<br/>
473 They offer fewer functionalities than their companion views for single
474 component, the most important of which can be used to reset the view and refresh
475 the reference to the set of candidate entities to iterate.<br/>
476 Refer to the [official documentation](https://skypjack.github.io/entt/) for all
479 There is no need to store views around for they are extremely cheap to
480 construct, even though they can be copied without problems and reused
481 freely. In fact, they return newly created and correctly initialized iterators
482 whenever `begin` or `end` are invoked.<br/>
483 To iterate a multi component standard view, just use it in range-for:
486 auto view = registry.view<Position, Velocity>();
488 for(auto entity: view) {
489 auto &position = view.get<Position>(entity);
490 auto &velocity = view.get<Velocity>(entity);
496 **Note**: prefer the `get` member function template of the view instead of the
497 `get` member function template of the registry during iterations.
499 ##### Persistent View
501 A persistent view returns all the entities and only the entities that have at
502 least the given components. Moreover, it's guaranteed that the entity list is
503 thightly packed in memory for fast iterations.<br/>
504 In general, persistent views don't stay true to the order of any set of
505 components unless users explicitly sort them.
507 Persistent views can be used only to iterate multiple components. Create them
511 auto view = registry.persistent<Position, Velocity>();
514 There is no need to store views around for they are extremely cheap to
515 construct, even though they can be copied without problems and reused
516 freely. In fact, they return newly created and correctly initialized iterators
517 whenever `begin` or `end` are invoked.<br/>
518 That being said, persistent views perform an initialization step the very first
519 time they are constructed and this could be quite costly. To avoid it, consider
520 asking to the registry to _prepare_ them when no entities have been created yet:
523 registry.prepare<Position, Velocity>();
526 If the registry is empty, preparation is extremely fast. Moreover the `prepare`
527 member function template is idempotent. Feel free to invoke it even more than
528 once: if the view has been alreadt prepared before, the function returns
529 immediately and does nothing.
531 A persistent view offers a bunch of functionalities to get the number of
532 entities it's going to return, a raw access to the entity list and the
533 possibility to sort the underlying data structures according to the order of one
534 of the components for which it has been constructed.<br/>
535 Refer to the [official documentation](https://skypjack.github.io/entt/) for all
538 To iterate a persistent view, just use it in range-for:
541 auto view = registry.persistent<Position, Velocity>();
543 for(auto entity: view) {
544 auto &position = view.get<Position>(entity);
545 auto &velocity = view.get<Velocity>(entity);
551 **Note**: prefer the `get` member function template of the view instead of the
552 `get` member function template of the registry during iterations.
556 * Entity identifiers are numbers and nothing more. They are not classes and they
557 have no member functions at all. As already mentioned, do no try to inspect or
558 modify an entity descriptor in any way.
560 * As shown in the examples above, the preferred way to get references to the
561 components while iterating a view is by using the view itself. It's a faster
562 alternative to the `get` member function template that is part of the API of
563 the Registry. That's because the registry must ensure that a pool for the
564 given component exists before to use it; on the other side, views force the
565 construction of the pools for all their components and access them directly,
566 thus avoiding all the checks.
568 * Most of the _ECS_ available out there have an annoying limitation (at least
569 from my point of view): entities and components cannot be created and/or
570 deleted during iterations.<br/>
571 `EnTT` partially solves the problem with a few limitations:
573 * Creating entities and components is allowed during iterations.
574 * Deleting an entity or removing its components is allowed during
575 iterations if it's the one currently returned by a view. For all the
576 other entities, destroying them or removing their components isn't
577 allowed and it can result in undefined behavior.
579 Iterators are invalidated and the behaviour is undefined if an entity is
580 modified or destroyed and it's not the one currently returned by the
582 To work around it, possible approaches are:
584 * Store aside the entities and the components to be removed and perform the
585 operations at the end of the iteration.
586 * Mark entities and components with a proper tag component that indicates
587 they must be purged, then perform a second iteration to clean them up one
590 * Views and thus their iterators aren't thread safe. Do no try to iterate a set
591 of components and modify the same set concurrently.<br/>
592 That being said, as long as a thread iterates the entities that have the
593 component `X` or assign and removes that component from a set of entities,
594 another thread can safely do the same with components `Y` and `Z` and
595 everything will work like a charm.<br/>
596 As an example, users can freely execute the rendering system and iterate the
597 renderable entities while updating a physic component concurrently on a
598 separate thread if needed.
602 The `EnTT` framework is moving its first steps. More and more will come in the
603 future and hopefully I'm going to work on it for a long time.<br/>
604 Here is a brief list of what it offers today (consider it a work in progress):
608 For more details, please refer directly to the
609 [online documentation](https://skypjack.github.io/entt/).
613 To compile and run the tests, `EnTT` requires *googletest*.<br/>
614 `cmake` will download and compile the library before to compile anything else.
623 To build the benchmarks, use the following line instead:
625 * `$ cmake -DCMAKE_BUILD_TYPE=Release ..`
627 Benchmarks are compiled only in release mode currently.
631 If you want to contribute, please send patches as pull requests against the
632 branch `master`.<br/>
634 [contributors list](https://github.com/skypjack/entt/blob/master/AUTHORS) to see
635 who has partecipated so far.
639 Code and documentation Copyright (c) 2017 Michele Caini.<br/>
641 [the MIT license](https://github.com/skypjack/entt/blob/master/LICENSE).
643 [Creative Commons](https://github.com/skypjack/entt/blob/master/docs/LICENSE).
647 Developing and maintaining `EnTT` takes some time and lots of coffee. I'd like
648 to add more and more functionalities in future and turn it in a full-featured
650 If you want to support this project, you can offer me an espresso. I'm from
651 Italy, we're used to turning the best coffee ever in code. If you find that
652 it's not enough, feel free to support me the way you prefer.<br/>
653 Take a look at the donation button at the top of the page for more details or
654 just click [here](https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=W2HF9FESD5LJY&lc=IT&item_name=Michele%20Caini¤cy_code=EUR&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted).