EnTT
is a header-only, tiny and easy to use library for game programming and
much more written in modern C++, mainly known for its innovative
entity-component-system (ECS) model.
Among others, it's used
in Minecraft by Mojang, the
ArcGIS Runtime SDKs by Esri
and The Forge by Confetti. Read
on to find out what it can offer you.
Do you want to keep up with changes or do you have a question that
doesn't require you to open an issue?
Join the gitter channel and meet other users
like you. The more we are, the better for everyone.
If you use EnTT
and you want to say thanks or support the project, please
consider becoming a patron:
Many thanks to those who supported me and still support me today.
The entity-component-system (also known as ECS) is an architectural pattern used mostly in game development. For further details:
This project started off as a pure entity-component system. Over time the
codebase has grown as more and more classes and functionalities were added.
Here is a brief, yet incomplete list of what it offers today:
constexpr
utility for human readable resource identifiers.Consider this list a work in progress as well as the project. The whole API is fully documented in-code for those who are brave enough to read it.
Currently, EnTT
is tested on Linux, Microsoft Windows and OSX. It has proven
to work also on both Android and iOS.
Most likely it won't be problematic on other systems as well, but it hasn't 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::registry ®istry) {
auto view = registry.view<position, velocity>();
for(auto entity: view) {
// gets only the components that are going to be used ...
auto &vel = view.get<velocity>(entity);
vel.dx = 0.;
vel.dy = 0.;
// ...
}
}
void update(std::uint64_t dt, entt::registry ®istry) {
registry.view<position, velocity>().each([dt](auto &pos, auto &vel) {
// gets all the components of the view at once ...
pos.x += vel.dx * dt;
pos.y += vel.dy * dt;
// ...
});
}
int main() {
entt::registry 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 developing EnTT
for the wrong reason: my goal was to design an
entity-component system to beat another well known open source solution both in
terms of performance and possibly memory usage.
In the end, I did it, but it wasn't very 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 when
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 from 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 results, aren't them? In fact, these benchmarks are the ones
used by EntityX
to show how fast it is. To be honest, they aren't so good
and these results shouldn't be taken too seriously (indeed they are completely
unrealistic).
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, if we consider real world cases,
EnTT
is somewhere between a bit and much faster than the other solutions
around when users also access the components and not just the entities, although
it isn't 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-system libraries out there.
The choice to use EnTT
should be based on its carefully designed API, its
set of features and the general performance, not because some single benchmark
shows it to be the fastest tool available.
In the future I'll likely try to get even better performance while still adding
new features, mainly for fun.
If you want to contribute and/or have suggestions, 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++17.
The requirements below are mandatory to compile the tests and to extract the
documentation:
If you are looking for a C++14 version of EnTT
, check out the git tag cpp14
.
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
It's also available online for the latest
version.
Finally, there exists 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 the tests, set the CMake option BUILD_TESTING
to ON
.
To build the most basic set of tests:
$ cd build
$ cmake -DBUILD_TESTING=ON ..
$ make
$ make test
Note that benchmarks are not part of this set.
EnTT
is available for some of the most known packaging tools. In particular:
Conan
,
the C/C++ Package Manager for Developers.Homebrew
, the missing package
manager for macOS.brew install skypjack/entt/entt
vcpkg
,
Microsoft VC++ Packaging Tool.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.
Here you can find an incomplete list of games, applications and articles that can be used as a reference.
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) 2017-2019 Michele Caini.
Logo Copyright (c) 2018-2019 Richard Caseres.
Code released under
the MIT license.
Documentation released under
CC BY 4.0.
Logo released under
CC BY-SA 4.0.
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It takes very little to
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software you use every day. Don't miss the chance.
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.