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TinyEcs

A tiny bevy-like archetype-style ECS library for dotnet

Install / Use

/learn @andreakarasho/TinyEcs
About this skill

Quality Score

0/100

Category

Design

Supported Platforms

Universal

README

TinyEcs

TinyEcs: a high-performance, reflection-free entity component system (ECS) framework for .NET with Bevy-inspired scheduling.

Key Features

  • Reflection-free: No GetType() or runtime reflection - perfect for NativeAOT/bflat
  • Zero allocations: Designed for minimal GC pressure in hot paths
  • Cache-friendly: Archetype-based storage for optimal memory layout
  • Thread-safe: Deferred command system with parallel execution support
  • Modern scheduling: Bevy-inspired App, stages, system parameters, and plugins
  • Change detection: Built-in tick tracking with Changed<T> and Added<T> filters
  • Component bundles: Group related components for cleaner entity spawning
  • Observer system: React to entity lifecycle events (spawn, despawn, component changes)
  • State management: Enum-based state transitions with OnEnter/OnExit systems

Requirements

  • .NET 8.0+ for core ECS
  • .NET 9.0+ recommended for full Bevy layer support

Status

Active development - API stable for core features. Production-ready for single and multi-threaded scenarios.

Documentation

World

Create an entity

var world = new World();

// Get or create a new entity
EntityView entity = world.Entity();

// Get or create an entity with a specific name
EntityView entity = world.Entity("Player");

// Get or create an entity with a specific id
EntityView entity = world.Entity(1234);

Delete an entity

var world = new World();
EntityView entity = world.Entity();
entity.Delete(); // or world.Delete(entity);

Entity exists

bool exists = entity.Exists(); // or world.Exists(entity);

Set component/tag

Components are the real data that an entity contains. An array will be allocated per component. You can access to the data using the world.Get<T>() api. Tags are used to describe an entity. No data will get allocated when adding a tag. Tags are not accessible from the world.Get<T>() api.

Requirements:

  • must be a struct
EntityView entity = world.Entity()
    // This is a component
    .Set(new Position() { X = 0, Y = 1, Z = -1 })
    // This is a tag
    .Set<IsAlly>(); 

struct Position { public float X, Y, Z; }
struct IsAlly;

Unset component/tag

entity.Unset<IsAlly>()
      .Unset<Position>();

Has component/tag

bool isAlly = entity.Has<IsAlly>();
bool hasPosition = entity.Has<Position>();

Get component

Attention: you can query for a non empty component only!

ref Position pos = ref entity.Get<Position>(); // or world.Get<Position>(entity);

AddChild/RemoveChild

AddChild will add a component called Children to the parent entity and Parent to each child. Children contains a list of all entities associated to the parent. A child can have an unique parent only.

var root = world.Entity();
var child = world.Entity();
var anotherChild = world.Entity();

root.AddChild(child);
root.AddChild(anotherChild);

ref var children = ref root.Get<Children>();
foreach (var child in children) {
}

// Remove the child from the parent
root.RemoveChild(anotherchild);

// This will delete all children too
root.Delete();

Bevy-Inspired App & Scheduling

TinyEcs includes a powerful scheduling layer inspired by Bevy, bringing modern ECS patterns to .NET.

Quick Start with App

using TinyEcs;
using TinyEcs.Bevy;

var world = new World();
var app = new App(world, ThreadingMode.Auto); // Auto, Single, or Multi

// Add systems to stages
app.AddSystem((Query<Data<Position, Velocity>> query, Res<Time> time) =>
{
    foreach (var (pos, vel) in query)
        pos.Ref.Value += vel.Ref.Value * time.Value.Delta;
})
.InStage(Stage.Update)
.Build();

// Game loop (startup runs automatically on first call)
while (running)
    app.Run();

Stages

Systems execute in predefined stages (in order):

  • Stage.Startup - Runs once on first frame (always single-threaded)
  • Stage.First - First regular update stage
  • Stage.PreUpdate - Before main update
  • Stage.Update - Main gameplay logic
  • Stage.PostUpdate - After main update
  • Stage.Last - Final stage (rendering, cleanup)

Custom stages supported:

var stage = Stage.Custom("Physics");
app.AddStage(stage).After(Stage.Update).Before(Stage.PostUpdate);

System Ordering

app.AddSystem(ProcessInput)
   .InStage(Stage.Update)
   .Label("input")
   .Build();

app.AddSystem(MovePlayer)
   .InStage(Stage.Update)
   .After("input")  // Runs after ProcessInput
   .Build();

Threading

// Parallel execution (default with ThreadingMode.Auto)
app.AddSystem(ParallelSystem).InStage(Stage.Update).Build();

// Force single-threaded (e.g., for UI or graphics)
app.AddSystem(RenderSystem)
   .InStage(Stage.Last)
   .SingleThreaded()
   .Build();

System parameters

You can set 0 to 16 parameters in any order of any type per system.

app.AddSystem((
    World world,
    Query<Data<Position>> query1,
    Query<Data<Position>, Without<Velocity>> query2,
    Res<TileMap> tileMap
) => {
    // system logic
})
.InStage(Stage.Update)
.Build();

World

Access to the World instance.

// Spawn an entity during the startup phase
app.AddSystem((World world) => world.Entity())
   .InStage(Stage.Startup)
   .Build();

Commands

Deferred command buffer for thread-safe entity operations.

// Spawn an entity during the startup phase
app.AddSystem((Commands commands) => commands.Spawn())
   .InStage(Stage.Startup)
   .Build();

Query<TData>

TData constraint is a Data<T0...TN> type which is used to express the set of components that contains data (no tags). Queries are one of the most used types in systems. They allow you to pick entities and manipulate the data associated with them.

app.AddSystem((Query<Data<Position, Velocity>> query) => {
    // Access component data
    foreach ((Ptr<Position> pos, Ptr<Velocity> vel) in query) {
        pos.Ref.X += vel.Ref.X;
        pos.Ref.Y += vel.Ref.Y;
    }

    // Access entity ID along with components
    foreach ((PtrRO<ulong> entityId, Ptr<Position> pos, Ptr<Velocity> vel) in query) {
        Console.WriteLine($"Entity {entityId.Ref}: pos=({pos.Ref.X}, {pos.Ref.Y})");
    }
})
.InStage(Stage.Update)
.Build();

Query<TData, TFilter>

Filters help you to express a more granular search.

With<T>

This will tell to the query to grab all entities that contains the type T. T can be a component or a tag.

Query<
    Data<Position, Velocity>,
    With<Mass>
> query
Without<T>

This will tell to the query to exclude from the query all entities that contains the type T. T can be a component or a tag.

Query<
    Data<Position, Velocity>,
    Without<Mass>
> query
Changed<T>

The query will check if T is changed from last execution.

Query<
    Data<Position, Velocity>,
    Changed<Position>
> query
Added<T>

The query will check if T has been added from last execution.

Query<
    Data<Position, Velocity>,
    Added<Position>
> query
Optional<T>

This will tell to the query to try to get all entities that contains the type T. Which means the query will returns entities which might not contains that T. Check if T is valid using Ptr<T>::IsValid() method.

Query<
    Data<Position, Velocity>,
    Optional<Position>
> query

foreach ((Ptr<Position> maybePos, Ptr<Velocity> vel) in query) {
    if (maybePos.IsValid()) {
        maybePos.Ref.X += 1;
    }
}
Empty

Sometime you need to find entities without specifing any Data<T0...TN>.

Query<
    Empty,
    Filter<With<Position>, With<Mass>, Without<Moon>>
> query
Filter<T0...TN>

This is to mix all the filters above to create more complex queries.

Query<
    Data<Position, Velocity>,
    Filter<Optional<Position>, With<Mass>, Without<Moon>>
> query

Resources

Res<T> and ResMut<T>

Resources are global singletons accessible across systems with proper borrowing semantics:

// Add resource
app.AddResource(new Time { Delta = 0.016f });

// Read-only access
app.AddSystem((Res<Time> time) => {
    Console.WriteLine($"Delta: {time.Value.Delta}");
}).InStage(Stage.Update).Build();

// Mutable access
app.AddSystem((ResMut<Score> score) => {
    score.Value.Points += 10;
}).InStage(Stage.Update).Build();
  • Res<T>.Value returns ref readonly T (read-only borrowing)
  • ResMut<T>.Value returns ref T (exclusive write access)
Local<T>

Per-system persistent state:

app.AddSystem((Local<int> counter) => {
    counter.Value++;
    Console.WriteLine($"System A: {counter.Value}");
}).InStage(Stage.Update).Build();

app.AddSystem((Local<int> counter) => {
    counter.Value++;
    Console.WriteLine($"System B: {counter.Value}");
}).InStage(Stage.Update).Build();

// Prints: System A: 1, System B: 1 (separate counters)

Events

Events enable communication between systems. They persist across stages but clear between frames.

struct ScoreEvent { public int Points; }

// Write events
app.AddSystem((EventWriter<ScoreEvent> writer) => {
    writer.Send(new ScoreEvent { Points = 100 });
}).InStage(Stage.Update).Build();

// Read events (available in same frame, after writer runs)
app.AddSystem((EventReader<ScoreEvent> reader) => {
    foreach (var evt in reader.Read())
        Console.WriteLine($"Score: {evt.Points}");
})
.InStage(Stage.PostUpdate)
.Build();

State Management

Enum-based state machines with transition systems:

enum GameState { Menu, Playing, Paused }

app.AddState(GameState.Menu);

// Run on state entry
app.AddSystem((Commands cmd) => {
    cmd.Spawn().Insert(new Player());
})
.OnEnter(GameState.Pl
View on GitHub
GitHub Stars138
CategoryDesign
Updated1d ago
Forks3

Languages

C#

Security Score

100/100

Audited on Mar 30, 2026

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