EnTT is a header-only, tiny and easy to use entity-component system (and much
more) written in modern C++ and even
used by Mojang in Minecraft.
The entity-component-system (also known as ECS) is an architectural pattern
used mostly in game development. For further details:
A long time ago, the sole entity-component system was part of the project. After
a while the codebase has grown and more and more classes have become part of the
repository.
Here is a brief, yet incomplete list of what it offers today:
Consider it a work in progress. The whole API is also fully documented in-code for those who are brave enough to read it.
Currently, EnTT is tested on Linux, Microsoft Windows and OS X. It has proven
to work also on both Android and iOS.
Most likely it will not be problematic on other systems as well, but has not
been sufficiently tested so far.
#include <entt/entt.hpp>
#include <cstdint>
struct Position {
float x;
float y;
};
struct Velocity {
float dx;
float dy;
};
void update(entt::DefaultRegistry ®istry) {
auto view = registry.view<Position, Velocity>();
for(auto entity: view) {
// gets only the components that are going to be used ...
auto &velocity = view.get<Velocity>(entity);
velocity.dx = 0.;
velocity.dy = 0.;
// ...
}
}
void update(std::uint64_t dt, entt::DefaultRegistry ®istry) {
registry.view<Position, Velocity>().each([dt](auto entity, auto &position, auto &velocity) {
// gets all the components of the view at once ...
position.x += velocity.dx * dt;
position.y += velocity.dy * dt;
// ...
});
}
int main() {
entt::DefaultRegistry registry;
std::uint64_t dt = 16;
for(auto i = 0; i < 10; ++i) {
auto entity = registry.create();
registry.assign<Position>(entity, i * 1.f, i * 1.f);
if(i % 2 == 0) { registry.assign<Velocity>(entity, i * .1f, i * .1f); }
}
update(dt, registry);
update(registry);
// ...
}
I started working on EnTT because of the wrong reason: my goal was to design
an entity-component system that beated another well known open source solution
in terms of performance and used (possibly) less memory in the average
case.
In the end, I did it, but it wasn't much satisfying. Actually it wasn't
satisfying at all. The fastest and nothing more, fairly little indeed. When I
realized it, I tried hard to keep intact the great performance of EnTT and to
add all the features I wanted to see in my own library at the same time.
Nowadays, EnTT is finally what I was looking for: still faster than its
competitors, lower memory usage in the average case, a really good API and an
amazing set of features. And even more, of course.
As it stands right now, EnTT is just fast enough for my requirements if
compared to my first choice (it was already amazingly fast actually).
Below is a comparison between the two (both of them compiled with GCC 7.3.0 on a
Dell XPS 13 out of the mid 2014):
| Benchmark | EntityX (compile-time) | EnTT |
|---|---|---|
| Create 1M entities | 0.0147s | 0.0046s |
| Destroy 1M entities | 0.0053s | 0.0045s |
| 1M entities, one component | 0.0012s | 1.9e-07s |
| 1M entities, two components | 0.0012s | 3.8e-07s |
| 1M entities, two components Half of the entities have all the components |
0.0009s | 3.8e-07s |
| 1M entities, two components One of the entities has all the components |
0.0008s | 1.0e-06s |
| 1M entities, five components | 0.0010s | 7.0e-07s |
| 1M entities, ten components | 0.0011s | 1.2e-06s |
| 1M entities, ten components Half of the entities have all the components |
0.0010s | 1.2e-06s |
| 1M entities, ten components One of the entities has all the components |
0.0008s | 1.2e-06s |
| Sort 150k entities, one component Arrays are in reverse order |
- | 0.0036s |
| Sort 150k entities, enforce permutation Arrays are in reverse order |
- | 0.0005s |
| Sort 150k entities, one component Arrays are almost sorted, std::sort |
- | 0.0035s |
| Sort 150k entities, one component Arrays are almost sorted, insertion sort |
- | 0.0007s |
Note: The default version of EntityX (master branch) wasn't added to the
comparison because it's already much slower than its compile-time counterpart.
Pretty interesting, aren't them? In fact, these benchmarks are the same used by
EntityX to show how fast it is. To be honest, they aren't so good and these
results shouldn't be taken much seriously (they are completely unrealistic
indeed).
The proposed entity-component system is incredibly fast to iterate entities,
this is a fact. The compiler can make a lot of optimizations because of how
EnTT works, even more when components aren't used at all. This is exactly the
case for these benchmarks. On the other hand and if we consider real world
cases, EnTT is in the middle between a bit and much faster than the other
solutions around when users also access the components and not just the
entities, although it is not as fast as reported by these benchmarks.
This is why they are completely wrong and cannot be used to evaluate any of the
entity-component systems.
If you decide to use EnTT, choose it because of its API, features and
performance, not because there is a benchmark somewhere that makes it seem the
fastest.
Probably I'll try to get out of EnTT more features and even better performance
in the future, mainly for fun.
If you want to contribute and/or have any suggestion, feel free to make a PR or
open an issue to discuss your idea.
To be able to use EnTT, users must provide a full-featured compiler that
supports at least C++14.
The requirements below are mandatory to compile the tests and to extract the
documentation:
EnTT is a header-only library. This means that including the entt.hpp header
is enough to include the library as a whole and use it. For those who are
interested only in the entity-component system, consider to include the sole
entity/registry.hpp header instead.
It's a matter of adding the following line to the top of a file:
#include <entt/entt.hpp>
Use the line below to include only the entity-component system instead:
#include <entt/entity/registry.hpp>
Then pass the proper -I argument to the compiler to add the src directory to
the include paths.
The documentation is based on doxygen. To build it:
$ cd build
$ cmake .. -DBUILD_DOCS=ON
$ make
The API reference will be created in HTML format within the directory
build/docs/html. To navigate it with your favorite browser:
$ cd build
$ your_favorite_browser docs/html/index.html
The API reference is also available online
for the latest version.
There exists also a wiki dedicated to
the project where users can find all related documentation pages.
To compile and run the tests, EnTT requires googletest.
cmake will download and compile the library before compiling anything else.
In order to build without tests set CMake option BUILD_TESTING=OFF.
To build the most basic set of tests:
$ cd build$ cmake ..$ make$ make testNote that benchmarks are not part of this set.
EnTT is available for some of the most known packaging tools. In particular:
vcpkg,
Microsoft VC++ Packaging Tool.Homebrew, the missing package
manager for macOS.
Available as a homebrew formula. Just type the following to install it:
brew install skypjack/entt/entt
Consider this list a work in progress and help me to make it longer.
EnTT is widely used in private and commercial applications. I cannot even
mention most of them because of some signatures I put on some documents time
ago.
Fortunately, there are also people who took the time to implement open source
projects based on EnTT and did not hold back when it came to documenting them.
Below an incomplete list of projects and articles:
EnTT.UE4.UE4 and EnTT.Entitas-CSharp.SFML and EnTT
playground.If you know of other resources out there that are about EnTT, feel free to
open an issue or a PR and I'll be glad to add them to the list.
EnTT was written initially as a faster alternative to other well known and
open source entity-component systems. Nowadays this library is moving its first
steps. Much more will come in the future and hopefully I'm going to work on it
for a long time.
Requests for features, PR, suggestions ad feedback are highly appreciated.
If you find you can help me and want to contribute to the project with your
experience or you do want to get part of the project for some other reasons,
feel free to contact me directly (you can find the mail in the
profile).
I can't promise that each and every contribution will be accepted, but I can
assure that I'll do my best to take them all seriously.
If you decide to participate, please see the guidelines for
contributing before to create issues or pull requests.
Take also a look at the
contributors list to
know who has participated so far.
Code and documentation Copyright (c) 2017-2018 Michele Caini.
Logo Copyright (c) 2018 Richard Caseres.
Code released under
the MIT license.
Documentation released under
CC BY 4.0.
Logo released under
CC BY-SA 4.0.
Developing and maintaining EnTT takes some time and lots of coffee. I'd like
to add more and more functionalities in future and turn it in a full-featured
solution.
If you want to support this project, you can offer me an espresso. I'm from
Italy, we're used to turning the best coffee ever in code. If you find that
it's not enough, feel free to support me the way you prefer.
Take a look at the donation button at the top of the page for more details or
just click here.
If you start using EnTT and need help, if you want a new feature and want me
to give it the highest priority, if you have any other reason to contact me:
do not hesitate. I'm available for hiring.
Feel free to take a look at my profile and
contact me by mail.