Skip to content

Entities and Components

Entities

Entities represent things in a game. In a game there may be entities of characters, buildings, projectiles, particle effects etc.

By itself, an entity is just an unique identifier without any data

Creation

Components

A component is something that is added to an entity. Components can simply tag an entity ("this entity is an Npc"), attach data to an entity ("this entity is at Position Vector3.new(10, 20, 30)") and create relationships between entities ("bob Likes alice") that may also contain data ("bob Eats 10 apples").

Operations

OperationDescription
getGet a specific component or set of components from an entity.
addAdds component to an entity. If entity already has the component, add does nothing.
setSets the value of a component for an entity. set behaves as a combination of add and get
removeRemoves component from entity. If entity doesn't have the component, remove does nothing.
clearRemove all components from an entity. Clearing is more efficient than removing one by one.

Components are entities

In an ECS, components need to be uniquely identified. In Jecs this is done by making each component is its own unique entity. If a game has a component Position and Velocity, there will be two entities, one for each component. Component entities can be distinguished from "regular" entities as they have a Component component. An example:

luau
local Position = world:component() :: jecs.Entity<Vector3>
print(world:has(Position, Jecs.Component))
typescript
const Position = world.component<Vector3>();
print(world.has(Position, Jecs.Component))

All of the APIs that apply to regular entities also apply to component entities. This means it is possible to contexualize components with logic by adding traits to components

luau
local Networked = world:component()
local Type = world:component()
local Name = world:component()
local Position = world:component() :: jecs.Entity<Vector3>
world:add(Position, Networked)
world:set(Position, Name, "Position")
world:set(Position, Type, { size = 12, type = "Vector3" } ) -- 12 bytes to represent a Vector3

for id, ty, name in world:query(Type, Name):with(Networked) do
    local batch = {}
    for entity, data in world:query(id) do
        table.insert(batch, { entity = entity, data = data })
    end
    -- entities are sized f64
    local packet = buffer.create(#batch * (8 + ty.size))
    local offset = 0
    for _, entityData in batch do
        offset+=8
        buffer.writef64(packet, offset, entityData.entity)
        if ty.type == "Vector3" then
            local vec3 = entity.data :: Vector3
            offset += 4
            buffer.writei32(packet, offset, vec3.X)
            offset += 4
            buffer.writei32(packet, offset, vec3.Y)
            offset += 4
            buffer.writei32(packet, offset, vec3.Z)
        end
    end

    updatePositions:FireServer(packet)
end
typescript
const Networked = world.component()
const Type = world.component()
const Name = world.component()
const Position = world.component<Vector3>();
world.add(Position, Networked)
world.set(Position, Name, "Position")
world.set(Position, Type, { size: 12, type: "Vector3" } ) // 12 bytes to represent a Vector3

for (const [id, ty, name] of world.query(Type, Name).with(Networked)) {
    const batch = new Array<{ entity: Entity, data: unknown}>()

    for (const [entity, data] of world.query(id)) {
        batch.push({ entity, data })
    }
    // entities are sized f64
    const packet = buffer.create(batch.size() * (8 + ty.size))
    const offset = 0
    for (const [_, entityData] of batch) {
        offset+=8
        buffer.writef64(packet, offset, entityData.entity)
        if (ty.type == "Vector3") {
            const vec3 = entity.data as Vector3
            offset += 4
            buffer.writei32(packet, offsetm, vec3.X)
            offset += 4
            buffer.writei32(packet, offset, vec3.Y)
            offset += 4
            buffer.writei32(packet, offset, vec3.Z)
        }
    }

    updatePositions.FireServer(packet)
}