Build your own Game-Engine based on the Entity Component System concept in Golang.
- Provide an easy-to-use framework to build a game engine from scratch.
- No dependencies to other modules or specific game libraries - Feel free to use what fits your needs.
- Minimum overhead - use only what is really needed.
See engine-example for a basic implementation using raylib.
At first we create a basic project layout:
mkdir ecs-example
cd ecs-example
go mod init example
mkdir components systems
Next we create a main.go
with the following content:
package main
import (
"github.com/andygeiss/ecs"
)
func main() {
em := ecs.NewEntityManager()
sm := ecs.NewSystemManager()
de := ecs.NewDefaultEngine(em, sm)
de.Setup()
defer de.Teardown()
de.Run()
}
The execution of the program leads to an endless loop, as our engine is not yet able to react to user input.
A system needs to implement the methods defined by the interface
System.
So we create a new file locally at systems/movement.go
:
package systems
import (
"github.com/andygeiss/ecs"
)
type movementSystem struct{}
func (a *movementSystem) Process(em ecs.EntityManager) (state int) {
// This state simply tells the engine to stop after the first call.
return ecs.StateEngineStop
}
func (a *movementSystem) Setup() {}
func (a *movementSystem) Teardown() {}
func NewMovementSystem() ecs.System {
return &movementSystem{}
}
Now we can add the following lines to main.go
:
sm := ecs.NewSystemManager()
sm.Add(systems.NewMovementSystem()) // <--
de := ecs.NewDefaultEngine(em, sm)
If we start our program now, it returns immediately without looping forever.
A game engine usually processes different types of components that represent information about the game world itself. A component only represents the data, and the systems are there to implement the behavior or game logic and change these components. Entities are simply a composition of components that provide a scalable data-oriented architecture.
A component needs to implement the methods defined by the interface
Component.
Let's define our Player
components by first creating a mask at
components/components.go
:
package components
const (
MaskPosition = uint64(1 << 0)
MaskVelocity = uint64(1 << 1)
)
Then create a component for Position
and Velocity
by creating
corresponding files such as components/position.go
:
package components
type Position struct {
X float32 `json:"x"`
Y float32 `json:"y"`
}
func (a *Position) Mask() uint64 {
return MaskPosition
}
func (a *Position) WithX(x float32) *Position {
a.X = x
return a
}
func (a *Position) WithY(y float32) *Position {
a.Y = y
return a
}
func NewPosition() *Position {
return &Position{}
}
Now we can add the following lines to main.go
:
em := ecs.NewEntityManager()
em.Add(ecs.NewEntity("player", []ecs.Component{ // <--
components.NewPosition().
WithX(10).
WithY(10),
components.NewVelocity().
WithX(100).
WithY(100),
})) // -->
Our final step is to add behavior to our movement system:
func (a *movementSystem) Process(em ecs.EntityManager) (state int) {
for _, e := range em.FilterByMask(components.MaskPosition | components.MaskVelocity) {
position := e.Get(components.MaskPosition).(*components.Position)
velocity := e.Get(components.MaskVelocity).(*components.Velocity)
position.X += velocity.X * rl.GetFrameTime()
position.Y += velocity.Y * rl.GetFrameTime()
}
return ecs.StateEngineStop
}
The movement system now moves every entity which has a position and velocity component.
We can replace ecs.StateEngineStop
with ecs.StateEngineContinue
later if we add
another system to handle user input.
A rendering system is also essential for a game, so you can use game libraries such as raylib or SDL. This system could look like this with raylib:
// ...
func (a *renderingSystem) Setup() {
rl.InitWindow(a.width, a.height, a.title)
}
func (a *renderingSystem) Process(em core.EntityManager) (state int) {
// First check if app should stop.
if rl.WindowShouldClose() {
return core.StateEngineStop
}
// Clear the screen
if rl.IsWindowReady() {
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
return core.StateEngineContinue
}
func (a *renderingSystem) Teardown() {
rl.CloseWindow()
}