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recs's Introduction

RECS

Distributed Entity Component System for Go

Proof-of-concept implementation of a distributed Entity Component System in Go. This project is a work in progress and is not intended for production use. And entity component system is a design pattern that is used to separate data from logic in a game engine. This allows for a more modular and flexible design such as add components to entities at runtime. This project is a distributed implementation of an entity component system. This means that the entities and components in different "worlds" are ran on different nodes in a network. This allows for a more scalable design where the entities and components can be distributed over multiple nodes in a network.

Installation

go get github.com/SvenDH/recs

Usage

For now there is a default world with moving boids that is rendered in a web browser. To run the example use the following command in the root of the project

go run . data

Add a empty entity to a world to create the world

curl -XPOST localhost:8080/world -d '{}'

Now you can navigate to http://localhost:8080 in your browser to view the world

Features

  • Add entities and components to a world (uses Arche as ECS implementation)
  • Distributed worlds (uses Hashicorp's Raft implementation)
  • Log/WAL based world persistence
  • SSE based real-time world updates
  • Entity indexing for different queries (e.g. get all entities within a certain radius)
  • Web based world viewer and editor
  • Make editing and viewing worlds and entities permission based
  • Add tests

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