entity.md 53 KB

Crash Course: entity-component system

Table of Contents

Introduction

EnTT is a header-only, tiny and easy to use entity-component system (and much more) written in modern C++.
The entity-component-system (also known as ECS) is an architectural pattern used mostly in game development.

Design choices

A bitset-free entity-component system

EnTT is a bitset-free entity-component system that doesn't require users to specify the component set at compile-time.
This is why users can instantiate the core class simply like:

entt::registry registry;

In place of its more annoying and error-prone counterpart:

entt::registry<comp_0, comp_1, ..., comp_n> registry;

Pay per use

EnTT is entirely designed around the principle that users have to pay only for what they want.

When it comes to using an entity-component system, the tradeoff is usually between performance and memory usage. The faster it is, the more memory it uses. However, slightly worse performance along non-critical paths are the right price to pay to reduce memory usage and I've always wondered why this kind of tools do not leave me the choice.
EnTT follows a completely different approach. It squeezes the best from the basic data structures and gives users the possibility to pay more for higher performance where needed.
The disadvantage of this approach is that users need to know the systems they are working on and the tools they are using. Otherwise, the risk to ruin the performance along critical paths is high.

So far, this choice has proven to be a good one and I really hope it can be for many others besides me.

Vademecum

The registry to store, the views to iterate. That's all.

An entity (the E of an ECS) is an opaque identifier that users should just use as-is and store around if needed. Do not try to inspect an entity identifier, its format can change in future and a registry offers all the functionalities to query them out-of-the-box. The underlying type of an entity (either std::uint16_t, std::uint32_t or std::uint64_t) can be specified when defining a registry (actually registry is nothing more than an alias for registry<std::uint32_t>).
Components (the C of an ECS) should be plain old data structures or more complex and movable data structures with a proper constructor. Actually, the sole requirement of a component type is that it must be both move constructible and move assignable. They are list initialized by using the parameters provided to construct the component itself. No need to register components or their types neither with the registry nor with the entity-component system at all.
Systems (the S of an ECS) are just plain functions, functors, lambdas or whatever users want. They can accept a registry or a view of any type and use them the way they prefer. No need to register systems or their types neither with the registry nor with the entity-component system at all.

The following sections will explain in short how to use the entity-component system, the core part of the whole library.
In fact, the project is composed of many other classes in addition to those describe below. For more details, please refer to the inline documentation.

The Registry, the Entity and the Component

A registry can store and manage entities, as well as create views to iterate the underlying data structures.
The class template registry lets users decide what's the preferred type to represent an entity. Because std::uint32_t is large enough for almost all the cases, registry is also an alias for registry<std::uint32_t>.

Entities are represented by entity identifiers. An entity identifier is an opaque type that users should not inspect or modify in any way. It carries information about the entity itself and its version.

A registry can be used both to construct and destroy entities:

// constructs a naked entity with no components and returns its identifier
auto entity = registry.create();

// destroys an entity and all its components
registry.destroy(entity);

There exists another overload of the create member function that accepts two iterators, that is a range to assign. It can be used to create multiple entities at once.
Entities can also be destroyed by type, that is by specifying the types of the components that identify them:

// destroys the entities that own the given components, if any
registry.destroy<a_component, another_component>();

When an entity is destroyed, the registry can freely reuse it internally with a slightly different identifier. In particular, the version of an entity is increased each and every time it's discarded.
In case entity identifiers are stored around, the registry offers all the functionalities required to test them and get out of the them all the information they carry:

// returns true if the entity is still valid, false otherwise
bool b = registry.valid(entity);

// gets the version contained in the entity identifier
auto version = registry.version(entity);

// gets the actual version for the given entity
auto curr = registry.current(entity);

Components can be assigned to or removed from entities at any time with a few calls to member functions of the registry. As for the entities, the registry offers also a set of functionalities users can use to work with the components.

The assign member function template creates, initializes and assigns to an entity the given component. It accepts a variable number of arguments to construct the component itself if present:

registry.assign<position>(entity, 0., 0.);

// ...

auto &velocity = registry.assign<velocity>(entity);
vel.dx = 0.;
vel.dy = 0.;

If an entity already has the given component, the replace member function template can be used to replace it:

registry.replace<position>(entity, 0., 0.);

// ...

auto &velocity = registry.replace<velocity>(entity);
vel.dx = 0.;
vel.dy = 0.;

In case users want to assign a component to an entity, but it's unknown whether the entity already has it or not, assign_or_replace does the work in a single call (there is a performance penalty to pay for this mainly due to the fact that it has to check if the entity already has the given component or not):

registry.assign_or_replace<position>(entity, 0., 0.);

// ...

auto &velocity = registry.assign_or_replace<velocity>(entity);
vel.dx = 0.;
vel.dy = 0.;

Note that assign_or_replace is a slightly faster alternative for the following if/else statement and nothing more:

if(registry.has<comp>(entity)) {
    registry.replace<comp>(entity, arg1, argN);
} else {
    registry.assign<comp>(entity, arg1, argN);
}

As already shown, if in doubt about whether or not an entity has one or more components, the has member function template may be useful:

bool b = registry.has<position, velocity>(entity);

On the other side, if the goal is to delete a single component, the remove member function template is the way to go when it's certain that the entity owns a copy of the component:

registry.remove<position>(entity);

Otherwise consider to use the reset member function. It behaves similarly to remove but with a strictly defined behavior (and a performance penalty is the price to pay for this). In particular it removes the component if and only if it exists, otherwise it returns safely to the caller:

registry.reset<position>(entity);

There exist also two other versions of the reset member function:

  • If no entity is passed to it, reset will remove the given component from each entity that has it:

    registry.reset<position>();
    
  • If neither the entity nor the component are specified, all the entities still in use and their components are destroyed:

    registry.reset();
    

Finally, references to components can be retrieved simply by doing this:

const auto &cregistry = registry;

// const and non-const reference
const auto &crenderable = cregistry.get<renderable>(entity);
auto &renderable = registry.get<renderable>(entity);

// const and non-const references
const auto &[cpos, cvel] = cregistry.get<position, velocity>(entity);
auto &[pos, vel] = registry.get<position, velocity>(entity);

The get member function template gives direct access to the component of an entity stored in the underlying data structures of the registry. There exists also an alternative member function named try_get that returns a pointer to the component owned by an entity if any, a null pointer otherwise.

Observe changes

Because of how the registry works internally, it stores a couple of signal handlers for each pool in order to notify some of its data structures on the construction and destruction of components.
These signal handlers are also exposed and made available to users. This is the basic brick to build fancy things like dependencies and reactive systems.

To get a sink to be used to connect and disconnect listeners so as to be notified on the creation of a component, use the construction member function:

// connects a free function
registry.construction<position>().connect<&my_free_function>();

// connects a member function
registry.construction<position>().connect<&my_class::member>(&instance);

// disconnects a free function
registry.construction<position>().disconnect<&my_free_function>();

// disconnects a member function
registry.construction<position>().disconnect<&my_class::member>(&instance);

To be notified when components are destroyed, use the destruction member function instead.

The function type of a listener is the same in both cases and should be equivalent to:

void(registry<Entity> &, Entity);

In other terms, a listener is provided with the registry that triggered the notification and the entity affected by the change. Note also that:

  • Listeners are invoked after components have been assigned to entities.
  • Listeners are invoked before components have been removed from entities.
  • The order of invocation of the listeners isn't guaranteed in any case.

There are also some limitations on what a listener can and cannot do. In particular:

  • Connecting and disconnecting other functions from within the body of a listener should be avoided. It can lead to undefined behavior in some cases.
  • Assigning and removing components from within the body of a listener that observes the destruction of instances of a given type should be avoided. It can lead to undefined behavior in some cases. This type of listeners is intended to provide users with an easy way to perform cleanup and nothing more.

To a certain extent, these limitations do not apply. However, it is risky to try to force them and users should respect the limitations unless they know exactly what they are doing. Subtle bugs are the price to pay in case of errors otherwise.

In general, events and therefore listeners must not be used as replacements for systems. They should not contain much logic and interactions with a registry should be kept to a minimum, if possible. Note also that the greater the number of listeners, the greater the performance hit when components are created or destroyed.

Runtime components

Defining components at runtime is useful to support plugin systems and mods in general. However, it seems impossible with a tool designed around a bunch of templates. Indeed it's not that difficult.
Of course, some features cannot be easily exported into a runtime environment. As an example, sorting a group of components defined at runtime isn't for free if compared to most of the other operations. However, the basic functionalities of an entity-component system such as EnTT fit the problem perfectly and can also be used to manage runtime components if required.
All that is necessary to do it is to know the identifiers of the components. An identifier is nothing more than a number or similar that can be used at runtime to work with the type system.

In EnTT, identifiers are easily accessible:

entt::registry registry;

// component identifier
auto type = registry.type<position>();

Once the identifiers are made available, almost everything becomes pretty simple.

A journey through a plugin

EnTT comes with an example (actually a test) that shows how to integrate compile-time and runtime components in a stack based JavaScript environment. It uses Duktape under the hood, mainly because I wanted to learn how it works at the time I was writing the code.

The code is not production-ready and overall performance can be highly improved. However, I sacrificed optimizations in favor of a more readable piece of code. I hope I succeeded.
Note also that this isn't neither the only nor (probably) the best way to do it. In fact, the right way depends on the scripting language and the problem one is facing in general.
That being said, feel free to use it at your own risk.

The basic idea is that of creating a compile-time component aimed to map all the runtime components assigned to an entity.
Identifiers come in use to address the right function from a map when invoked from the runtime environment and to filter entities when iterating.
With a bit of gymnastic, one can narrow views and improve the performance to some extent but it was not the goal of the example.

Sorting: is it possible?

It goes without saying that sorting entities and components is possible with EnTT.
In fact, there are two functions that respond to slightly different needs:

  • Components can be sorted directly:

    registry.sort<renderable>([](const auto &lhs, const auto &rhs) {
      return lhs.z < rhs.z;
    
    });
    

There exists also the possibility to use a custom sort function object, as long as it adheres to the requirements described in the inline documentation.
This is possible mainly because users can get much more with a custom sort function object if the pattern of usage is known. As an example, in case of an almost sorted pool, quick sort could be much, much slower than insertion sort.

  • Components can be sorted according to the order imposed by another component:

    registry.sort<movement, physics>();
    

In this case, instances of movement are arranged in memory so that cache misses are minimized when the two components are iterated together.

Snapshot: complete vs continuous

The registry class offers basic support to serialization.
It doesn't convert components to bytes directly, there wasn't the need of another tool for serialization out there. Instead, it accepts an opaque object with a suitable interface (namely an archive) to serialize its internal data structures and restore them later. The way types and instances are converted to a bunch of bytes is completely in charge to the archive and thus to final users.

The goal of the serialization part is to allow users to make both a dump of the entire registry or a narrower snapshot, that is to select only the components in which they are interested.
Intuitively, the use cases are different. As an example, the first approach is suitable for local save/restore functionalities while the latter is suitable for creating client-server applications and for transferring somehow parts of the representation side to side.

To take a snapshot of the registry, use the snapshot member function. It returns a temporary object properly initialized to save the whole registry or parts of it.

Example of use:

output_archive output;

registry.snapshot()
    .entities(output)
    .destroyed(output)
    .component<a_component, another_component>(output);

It isn't necessary to invoke all these functions each and every time. What functions to use in which case mostly depends on the goal and there is not a golden rule to do that.

The entities member function asks the registry to serialize all the entities that are still in use along with their versions. On the other side, the destroyed member function tells to the registry to serialize the entities that have been destroyed and are no longer in use.
These two functions can be used to save and restore the whole set of entities with the versions they had during serialization.

The component member function is a function template the aim of which is to store aside components. The presence of a template parameter list is a consequence of a couple of design choices from the past and in the present:

  • First of all, there is no reason to force a user to serialize all the components at once and most of the times it isn't desiderable. As an example, in case the stuff for the HUD in a game is put into the registry for some reasons, its components can be freely discarded during a serialization step because probably the software already knows how to reconstruct the HUD correctly from scratch.

  • Furthermore, the registry makes heavy use of type-erasure techniques internally and doesn't know at any time what types of components it contains. Therefore being explicit at the call point is mandatory.

There exists also another version of the component member function that accepts a range of entities to serialize. This version is a bit slower than the other one, mainly because it iterates the range of entities more than once for internal purposes. However, it can be used to filter out those entities that shouldn't be serialized for some reasons.
As an example:

const auto view = registry.view<serialize>();
output_archive output;

registry.snapshot().component<a_component, another_component>(output, view.cbegin(), view.cend());

Note that component stores items along with entities. It means that it works properly without a call to the entities member function.

Once a snapshot is created, there exist mainly two ways to load it: as a whole and in a kind of continuous mode.
The following sections describe both loaders and archives in details.

Snapshot loader

A snapshot loader requires that the destination registry be empty and loads all the data at once while keeping intact the identifiers that the entities originally had.
To do that, the registry offers a member function named loader that returns a temporary object properly initialized to restore a snapshot.

Example of use:

input_archive input;

registry.loader()
    .entities(input)
    .destroyed(input)
    .component<a_component, another_component>(input)
    .orphans();

It isn't necessary to invoke all these functions each and every time. What functions to use in which case mostly depends on the goal and there is not a golden rule to do that. For obvious reasons, what is important is that the data are restored in exactly the same order in which they were serialized.

The entities and destroyed member functions restore the sets of entities and the versions that the entities originally had at the source.

The component member function restores all and only the components specified and assigns them to the right entities. Note that the template parameter list must be exactly the same used during the serialization.

The orphans member function literally destroys those entities that have no components attached. It's usually useless if the snapshot is a full dump of the source. However, in case all the entities are serialized but only few components are saved, it could happen that some of the entities have no components once restored. The best users can do to deal with them is to destroy those entities and thus update their versions.

Continuous loader

A continuous loader is designed to load data from a source registry to a (possibly) non-empty destination. The loader can accommodate in a registry more than one snapshot in a sort of continuous loading that updates the destination one step at a time.
Identifiers that entities originally had are not transferred to the target. Instead, the loader maps remote identifiers to local ones while restoring a snapshot. Because of that, this kind of loader offers a way to update automatically identifiers that are part of components (as an example, as data members or gathered in a container).
Another difference with the snapshot loader is that the continuous loader does not need to work with the private data structures of a registry. Furthermore, it has an internal state that must persist over time. Therefore, there is no reason to create it by means of a registry, or to limit its lifetime to that of a temporary object.

Example of use:

entt::continuous_loader<entity_type> loader{registry};
input_archive input;

loader.entities(input)
    .destroyed(input)
    .component<a_component, another_component, dirty_component>(input, &dirty_component::parent, &dirty_component::child)
    .orphans()
    .shrink();

It isn't necessary to invoke all these functions each and every time. What functions to use in which case mostly depends on the goal and there is not a golden rule to do that. For obvious reasons, what is important is that the data are restored in exactly the same order in which they were serialized.

The entities and destroyed member functions restore groups of entities and map each entity to a local counterpart when required. In other terms, for each remote entity identifier not yet registered by the loader, the latter creates a local identifier so that it can keep the local entity in sync with the remote one.

The component member function restores all and only the components specified and assigns them to the right entities.
In case the component contains entities itself (either as data members of type entity_type or as containers of entities), the loader can update them automatically. To do that, it's enough to specify the data members to update as shown in the example.

The orphans member function literally destroys those entities that have no components after a restore. It has exactly the same purpose described in the previous section and works the same way.

Finally, shrink helps to purge local entities that no longer have a remote conterpart. Users should invoke this member function after restoring each snapshot, unless they know exactly what they are doing.

Archives

Archives must publicly expose a predefined set of member functions. The API is straightforward and consists only of a group of function call operators that are invoked by the snapshot class and the loaders.

In particular:

  • An output archive, the one used when creating a snapshot, must expose a function call operator with the following signature to store entities:

    void operator()(Entity);
    

Where Entity is the type of the entities used by the registry. Note that all the member functions of the snapshot class make also an initial call to this endpoint to save the size of the set they are going to store.
In addition, an archive must accept a pair of entity and component for each type to be serialized. Therefore, given a type T, the archive must contain a function call operator with the following signature:

  void operator()(Entity, const T &);

The output archive can freely decide how to serialize the data. The register is not affected at all by the decision.

  • An input archive, the one used when restoring a snapshot, must expose a function call operator with the following signature to load entities:

    void operator()(Entity &);
    

Where Entity is the type of the entities used by the registry. Each time the function is invoked, the archive must read the next element from the underlying storage and copy it in the given variable. Note that all the member functions of a loader class make also an initial call to this endpoint to read the size of the set they are going to load.
In addition, the archive must accept a pair of entity and component for each type to be restored. Therefore, given a type T, the archive must contain a function call operator with the following signature:

  void operator()(Entity &, T &);

Every time such an operator is invoked, the archive must read the next elements from the underlying storage and copy them in the given variables.

One example to rule them all

EnTT comes with some examples (actually some tests) that show how to integrate a well known library for serialization as an archive. It uses Cereal C++ under the hood, mainly because I wanted to learn how it works at the time I was writing the code.

The code is not production-ready and it isn't neither the only nor (probably) the best way to do it. However, feel free to use it at your own risk.

The basic idea is to store everything in a group of queues in memory, then bring everything back to the registry with different loaders.

Prototype

A prototype defines a type of an application in terms of its parts. They can be used to assign components to entities of a registry at once.
Roughly speaking, in most cases prototypes can be considered just as templates to use to initialize entities according to concepts. In fact, users can create how many prototypes they want, each one initialized differently from the others.

The following is an example of use of a prototype:

entt::registry registry;
entt::prototype prototype{registry};

prototype.set<position>(100.f, 100.f);
prototype.set<velocity>(0.f, 0.f);

// ...

const auto entity = prototype();

To assign and remove components from a prototype, it offers two dedicated member functions named set and unset. The has member function can be used to know if a given prototype contains one or more components and the get member function can be used to retrieve the components.

Creating an entity from a prototype is straightforward:

  • To create a new entity from scratch and assign it a prototype, this is the way to go:

    const auto entity = prototype();
    

    It is equivalent to the following invokation:

    const auto entity = prototype.create();
    
  • In case we want to initialize an already existing entity, we can provide the operator() directly with the entity identifier:

    prototype(entity);
    

    It is equivalent to the following invokation:

    prototype.assign(entity);
    

    Note that existing components aren't overwritten in this case. Only those components that the entity doesn't own yet are copied over. All the other components remain unchanged.

  • Finally, to assign or replace all the components for an entity, thus overwriting existing ones:

    prototype.assign_or_replace(entity);
    

In the examples above, the prototype uses its underlying registry to create entities and components both for its purposes and when it's cloned. To use a different repository to clone a prototype, all the member functions accept also a reference to a valid registry as a first argument.

Prototypes are a very useful tool that can save a lot of typing sometimes. Furthermore, the codebase may be easier to maintain, since updating a prototype is much less error prone than jumping around in the codebase to update all the snippets copied and pasted around to initialize entities and components.

Helpers

The so called helpers are small classes and functions mainly designed to offer built-in support for the most basic functionalities.
The list of helpers will grow longer as time passes and new ideas come out.

Dependency function

A dependency function is a predefined listener, actually a function template to use to automatically assign components to an entity when a type has a dependency on some other types.
The following adds components a_type and another_type whenever my_type is assigned to an entity:

entt::connnect<a_type, another_type>(registry.construction<my_type>());

A component is assigned to an entity and thus default initialized only in case the entity itself hasn't it yet. It means that already existent components won't be overriden.
A dependency can easily be broken by means of the following function template:

entt::disconnect<a_type, another_type>(registry.construction<my_type>());

Labels

There's nothing magical about the way labels can be assigned to entities while avoiding a performance hit at runtime. Nonetheless, the syntax can be annoying and that's why a more user-friendly shortcut is provided to do it.
This shortcut is the alias template entt::label.

If used in combination with hashed strings, it helps to use labels where types would be required otherwise. As an example:

registry.assign<entt::label<"enemy"_hs>>(entity);

Null entity

In EnTT, there exists a sort of null entity made available to users that is accessible via the entt::null variable.
The library guarantees that the following expression always returns false:

registry.valid(entt::null);

In other terms, a registry will reject the null entity in all cases because it isn't considered valid. It means that the null entity cannot own components for obvious reasons.
The type of the null entity is internal and should not be used for any purpose other than defining the null entity itself. However, there exist implicit conversions from the null entity to identifiers of any allowed type:

typename entt::registry::entity_type null = entt::null;

Similarly, the null entity can be compared to any other identifier:

const auto entity = registry.create();
const bool null = (entity == entt::null);

Views: pay for what you use

First of all, it is worth answering an obvious question: why views?
Roughly speaking, they are a good tool to enforce single responsibility. A system that has access to a registry can create and destroy entities, as well as assign and remove components. On the other side, a system that has access to a view can only iterate entities and their components, then read or update the data members of the latter.
It is a subtle difference that can help designing a better software sometimes.

There are mainly four kinds of views: standard (also known as view), persistent (also known as persistent_view), raw (also known as raw_view) and runtime (also known as runtime_view).
All of them have pros and cons to take in consideration. In particular:

  • Standard views:

Pros:

  • They work out-of-the-box and don't require any dedicated data structure.
  • Creating and destroying them isn't expensive at all because they don't have any type of initialization.
  • They are the best tool for iterating a single component.
  • They are the best tool for iterating multiple components when one of them is assigned to a significantly low number of entities.
  • They don't affect any other operations of the registry.

Cons:

  • Their performance tend to degenerate when the number of components to iterate grows up and the most of the entities have all of them.

  • Persistent views:

Pros:

  • Once prepared, creating and destroying them isn't expensive at all because they don't have any type of initialization.
  • They are the best tool for iterating multiple components when most entities have them all.
  • They are also the only type of views that supports filters without incurring in a loss of performance during iterations.

Cons:

  • They have dedicated data structures and thus affect the memory usage to a minimal extent.
  • If not previously initialized, the first time they are used they go through an initialization step that is slightly more expensive.
  • They affect to a minimum the creation and destruction of entities and components, as well as the sort functionalities. In other terms: the more persistent views there will be, the less performing will be creating and destroying entities and components or sorting a pool.

  • Raw views:

Pros:

  • They work out-of-the-box and don't require any dedicated data structure.
  • Creating and destroying them isn't expensive at all because they don't have any type of initialization.
  • They are the best tool for iterating components when it is not necessary to know which entities they belong to.
  • They don't affect any other operations of the registry.

Cons:

  • They can be used to iterate only one type of component at a time.
  • They don't return the entity to which a component belongs to the caller.

  • Runtime views:

Pros:

  • Their lists of components are defined at runtime and not at compile-time.
  • Creating and destroying them isn't expensive at all because they don't have any type of initialization.
  • They are the best tool for things like plugin systems and mods in general.
  • They don't affect any other operations of the registry.

Cons:

  • Their performances are definitely lower than those of all the other views, although they are still usable and sufficient for most of the purposes.

To sum up and as a rule of thumb:

  • Use a raw view to iterate components only (no entities) for a given type.
  • Use a standard view to iterate entities and components for a single type.
  • Use a standard view to iterate entities and components for multiple types when a significantly low number of entities have one of the components, persistent views won't add much in this case.
  • Use a standard view in all those cases where a persistent view would give a boost to performance but the iteration isn't performed frequently or isn't on a critical path.
  • Use a persistent view when you want to iterate multiple components and each component is assigned to a great number of entities but the intersection between the sets of entities is small.
  • Use a persistent view when you want to set more complex filters that would translate otherwise in a bunch of ifs within a loop.
  • Use a persistent view in all the cases where a standard view doesn't fit well.
  • Finally, in case you don't know at compile-time what are the components to use, choose a runtime view and set them during execution.

To easily iterate entities and components, all the views offer the common begin and end member functions that allow users to use a view in a typical range-for loop. Almost all the views offer also a more functional each member function that accepts a callback for convenience.
Continue reading for more details or refer to the inline documentation.

Standard View

A standard view behaves differently if it's constructed for a single component or if it has been requested to iterate multiple components. Even the API is different in the two cases.
All that they share is the way they are created by means of a registry:

// single component standard view
auto single = registry.view<position>();

// multi component standard view
auto multi = registry.view<position, velocity>();

For all that remains, it's worth discussing them separately.

Single component standard view

Single component standard views are specialized in order to give a boost in terms of performance in all the situation. This kind of views can access the underlying data structures directly and avoid superfluous checks.
They offer a bunch of functionalities to get the number of entities they are going to return and a raw access to the entity list as well as to the component list. It's also possible to ask a view if it contains a given entity.
Refer to the inline documentation for all the details.

There is no need to store views around for they are extremely cheap to construct, even though they can be copied without problems and reused freely. In fact, they return newly created and correctly initialized iterators whenever begin or end are invoked.
To iterate a single component standard view, either use it in a range-for loop:

auto view = registry.view<renderable>();

for(auto entity: view) {
    renderable &renderable = view.get(entity);

    // ...
}

Or rely on the each member function to iterate entities and get all their components at once:

registry.view<renderable>().each([](auto entity, auto &renderable) {
    // ...
});

The each member function is highly optimized. Unless users want to iterate only entities, using each should be the preferred approach.

Note: prefer the get member function of a view instead of the get member function template of a registry during iterations, if possible. However, keep in mind that it works only with the components of the view itself.

Multi component standard view

Multi component standard views iterate entities that have at least all the given components in their bags. During construction, these views look at the number of entities available for each component and pick up a reference to the smallest set of candidates in order to speed up iterations.
They offer fewer functionalities than their companion views for single component. In particular, a multi component standard view exposes utility functions to get the estimated number of entities it is going to return and to know whether it's empty or not. It's also possible to ask a view if it contains a given entity.
Refer to the inline documentation for all the details.

There is no need to store views around for they are extremely cheap to construct, even though they can be copied without problems and reused freely. In fact, they return newly created and correctly initialized iterators whenever begin or end are invoked.
To iterate a multi component standard view, either use it in a range-for loop:

auto view = registry.view<position, velocity>();

for(auto entity: view) {
    // a component at a time ...
    auto &position = view.get<position>(entity);
    auto &velocity = view.get<velocity>(entity);

    // ... or multiple components at once
    auto &[pos, vel] = view.get<position, velocity>(entity);

    // ...
}

Or rely on the each member function to iterate entities and get all their components at once:

registry.view<position, velocity>().each([](auto entity, auto &pos, auto &vel) {
    // ...
});

The each member function is highly optimized. Unless users want to iterate only entities or get only some of the components, using each should be the preferred approach.

Note: prefer the get member function of a view instead of the get member function template of a registry during iterations, if possible. However, keep in mind that it works only with the components of the view itself.

Persistent View

A persistent view returns all the entities and only the entities that have at least the given components and respect the given filters. Moreover, it's guaranteed that the entity list is tightly packed in memory for fast iterations.
In general, persistent views don't stay true to the order of any set of components unless users explicitly sort them.

Persistent views are used mainly to iterate multiple components at once:

auto view = registry.persistent_view<position, velocity>();

Moreover, filters can be applied to a persistent view to some extents:

auto view = registry.persistent_view<position, velocity>(entt::type_list<renderable>);

In this case, the view will return all the entities that have both components position and velocity but don't have component renderable.
Exclusive filters (ie the entities that have either position or velocity) aren't supported for performance reasons. Similarly, a filter cannot be applied to a persistent view with an empty template parameters list.

There is no need to store views around for they are extremely cheap to construct, even though they can be copied without problems and reused freely. In fact, they return newly created and correctly initialized iterators whenever begin or end are invoked.
That being said, persistent views perform an initialization step the very first time they are constructed and this could be quite costly. To avoid it, consider creating them when no components have been assigned yet. If the registry is empty, preparation is extremely fast.

A persistent view offers a bunch of functionalities to get the number of entities it's going to return, a raw access to the entity list and the possibility to sort the underlying data structures according to the order of one of the components for which it has been constructed. It's also possible to ask a view if it contains a given entity.
Refer to the inline documentation for all the details.

To iterate a persistent view, either use it in a range-for loop:

auto view = registry.persistent_view<position, velocity>();

for(auto entity: view) {
    // a component at a time ...
    auto &position = view.get<position>(entity);
    auto &velocity = view.get<velocity>(entity);

    // ... or multiple components at once
    auto &[pos, vel] = view.get<position, velocity>(entity);

    // ...
}

Or rely on the each member function to iterate entities and get all their components at once:

registry.persistent_view<position, velocity>().each([](auto entity, auto &pos, auto &vel) {
    // ...
});

The each member function is highly optimized. Unless users want to iterate only entities, using each should be the preferred approach.

Note: prefer the get member function of a view instead of the get member function template of a registry during iterations, if possible. However, keep in mind that it works only with the components of the view itself.

Raw View

Raw views return all the components of a given type. This kind of views can access components directly and avoid extra indirections like when components are accessed via an entity identifier.
They offer a bunch of functionalities to get the number of instances they are going to return and a raw access to the entity list as well as to the component list.
Refer to the inline documentation for all the details.

Raw views can be used only to iterate components for a single type:

auto view = registry.raw_view<renderable>();

There is no need to store views around for they are extremely cheap to construct, even though they can be copied without problems and reused freely. In fact, they return newly created and correctly initialized iterators whenever begin or end are invoked.
To iterate a raw view, use it in a range-for loop:

auto view = registry.raw_view<renderable>();

for(auto &&component: raw) {
    // ...
}

Or rely on the each member function:

registry.raw_view<renderable>().each([](auto &renderable) {
    // ...
});

Performance are exactly the same in both cases.

Note: raw views don't have a get member function for obvious reasons.

Runtime View

Runtime views iterate entities that have at least all the given components in their bags. During construction, these views look at the number of entities available for each component and pick up a reference to the smallest set of candidates in order to speed up iterations.
They offer more or less the same functionalities of a multi component standard view. However, they don't expose a get member function and users should refer to the registry that generated the view to access components. In particular, a runtime view exposes utility functions to get the estimated number of entities it is going to return and to know whether it's empty or not. It's also possible to ask a view if it contains a given entity.
Refer to the inline documentation for all the details.

Runtime view are extremely cheap to construct and should not be stored around in any case. They should be used immediately after creation and then they should be thrown away. The reasons for this go far beyond the scope of this document.
To iterate a runtime view, either use it in a range-for loop:

using component_type = typename decltype(registry)::component_type;
component_type types[] = { registry.type<position>(), registry.type<velocity>() };

auto view = registry.runtime_view(std::cbegin(types), std::cend(types));

for(auto entity: view) {
    // a component at a time ...
    auto &position = registry.get<position>(entity);
    auto &velocity = registry.get<velocity>(entity);

    // ... or multiple components at once
    auto &[pos, vel] = registry.get<position, velocity>(entity);

    // ...
}

Or rely on the each member function to iterate entities:

using component_type = typename decltype(registry)::component_type;
component_type types[] = { registry.type<position>(), registry.type<velocity>() };

auto view = registry.runtime_view(std::cbegin(types), std::cend(types)).each([](auto entity) {
    // ...
});

Performance are exactly the same in both cases.

Note: runtime views are meant for all those cases where users don't know at compile-time what components to use to iterate entities. This is particularly well suited to plugin systems and mods in general. Where possible, don't use runtime views, as their performance are slightly inferior to those of the other views.

Types: const, non-const and all in between

The registry class offers two overloads for most of the member functions used to construct views: a const version and a non-const one. The former accepts both const and non-const types as template parameters, the latter accepts only const types instead.
It means that views can be constructed also from a const registry and they require to propagate the constness of the registry to the types used to construct the views themselves:

entt::view<const position, const velocity> view = std::as_const(registry).view<const position, const velocity>();

Consider the following definition for a non-const view instead:

entt::view<position, const velocity> view = registry.view<position, const velocity>();

In the example above, view can be used to access either read-only or writable position components while velocity components are read-only in all cases.
In other terms, these statements are all valid:

position &pos = view.get<position>(entity);
const position &cpos = view.get<const position>(entity);
const velocity &cpos = view.get<const velocity>(entity);
std::tuple<position &, const velocity &> tup = view.get<position, const velocity>(entity);
std::tuple<const position &, const velocity &> ctup = view.get<const position, const velocity>(entity);

It's not possible to get non-const references to velocity components from the same view instead and these will result in compilation errors:

velocity &cpos = view.get<velocity>(entity);
std::tuple<position &, velocity &> tup = view.get<position, velocity>(entity);
std::tuple<const position &, velocity &> ctup = view.get<const position, velocity>(entity);

Similarly, the each member functions will propagate constness to the type of the components returned during iterations:

view.each([](const auto entity, position &pos, const velocity &vel) {
    // ...
});

Obviously, a caller can still refer to the position components through a const reference because of the rules of the language that fortunately already allow it.

Give me everything

Views are narrow windows on the entire list of entities. They work by filtering entities according to their components.
In some cases there may be the need to iterate all the entities still in use regardless of their components. The registry offers a specific member function to do that:

registry.each([](auto entity) {
    // ...
});

It returns to the caller all the entities that are still in use by means of the given function.
As a rule of thumb, consider using a view if the goal is to iterate entities that have a determinate set of components. A view is usually much faster than combining this function with a bunch of custom tests.
In all the other cases, this is the way to go.

There exists also another member function to use to retrieve orphans. An orphan is an entity that is still in use and has no assigned components.
The signature of the function is the same of each:

registry.orphans([](auto entity) {
    // ...
});

To test the orphanity of a single entity, use the member function orphan instead. It accepts a valid entity identifer as an argument and returns true in case the entity is an orphan, false otherwise.

In general, all these functions can result in poor performance.
each is fairly slow because of some checks it performs on each and every entity. For similar reasons, orphans can be even slower. Both functions should not be used frequently to avoid the risk of a performance hit.

Iterations: what is allowed and what is not

Most of the ECS available out there have some annoying limitations (at least from my point of view): entities and components cannot be created nor destroyed during iterations.
EnTT partially solves the problem with a few limitations:

  • Creating entities and components is allowed during iterations.
  • Deleting an entity or removing its components is allowed during iterations if it's the one currently returned by the view. For all the other entities, destroying them or removing their components isn't allowed and it can result in undefined behavior.

Iterators are invalidated and the behavior is undefined if an entity is modified or destroyed and it's not the one currently returned by the view nor a newly created one.
To work around it, possible approaches are:

  • Store aside the entities and the components to be removed and perform the operations at the end of the iteration.
  • Mark entities and components with a proper tag component that indicates they must be purged, then perform a second iteration to clean them up one by one.

A notable side effect of this feature is that the number of required allocations is further reduced in most of the cases.

Multithreading

In general, the entire registry isn't thread safe as it is. Thread safety isn't something that users should want out of the box for several reasons. Just to mention one of them: performance.
Views and consequently the approach adopted by EnTT are the great exception to the rule. It's true that views and thus their iterators aren't thread safe by themselves. Because of this users shouldn't try to iterate a set of components and modify the same set concurrently. However:

  • As long as a thread iterates the entities that have the component X or assign and removes that component from a set of entities, another thread can safely do the same with components Y and Z and everything will work like a charm. As a trivial example, users can freely execute the rendering system and iterate the renderable entities while updating a physic component concurrently on a separate thread.

  • Similarly, a single set of components can be iterated by multiple threads as long as the components are neither assigned nor removed in the meantime. In other words, a hypothetical movement system can start multiple threads, each of which will access the components that carry information about velocity and position for its entities.

This kind of entity-component systems can be used in single threaded applications as well as along with async stuff or multiple threads. Moreover, typical thread based models for ECS don't require a fully thread safe registry to work. Actually, users can reach the goal with the registry as it is while working with most of the common models.

Because of the few reasons mentioned above and many others not mentioned, users are completely responsible for synchronization whether required. On the other hand, they could get away with it without having to resort to particular expedients.

Views and Iterators

A special mention is needed for the iterators returned by the views. Most of the time they meet the requirements of random access iterators, in all cases they meet at least the requirements of forward iterators.
In other terms, they are suitable for use with the parallel algorithms of the standard library. If it's not clear, this is a great thing.

As an example, this kind of iterators can be used in combination with std::for_each and std::execution::par to parallelize the visit and therefore the update of the components returned by a view, as long as the constraints previously discussed are respected.
This can increase the throughput considerably, even without resorting to who knows what artifacts that are difficult to maintain over time.