# Nate-Engine ## Description Nate-Engine is a proof of concept project I'm working on when I'm bored. The main concept is that Nate-Engine is a game engine backed by the entity component system (ECS) model. I'm probably going to use it to make a few tui games or something but I'd highly recommend against anyone else using as it is purely a test and most real projects should probably use something like bevy. ## Goal The main goal of the project is to make the ECS system be created incredibly easily via a few macros as follows: ### Components The components macro should make it easy to define the list of components to be used in a project. It might also be useful to have items that are singular and not duplicated for every entity. Probably something like as follows: ```rust #[world(singular=[canvas])] pub struct World { position: (f32, f32), player_velocity: (f32, f32), object_velocity: (f32, f32), sprite: Sprite, canvas: [[bool; 10]; 10], } ``` Which translates into: ```rust pub struct World { entities: Arc>>, pub canvas: Arc>>, pub position: Arc>>>, pub player_velocity: Arc>>>, pub object_velocity: Arc>>>, pub sprite: Arc>>>, } ``` ### Systems For systems, I'd like to make it such that the iterator + filter is auto generated so that in the proc-macro all the user has to specify is what fields should be present, plus an optional filter parameter. For example: ```rust #[system(world=DinosaurWorld, read=[object_velocity], write=position)] fn position_update_system() { *position = (position.0 + object_velocity.0, position.1 + object_velocity.1); } ``` Which would expand to: ```rust fn position_update_system(world: Arc) { let object_velocity = world.object_velocity.read().unwrap(); let mut position = world.positions.write().unwrap(); for (object_velocity, position) in object_velocity.iter().zip(position.iter_mut()).filter(|v| v.0.is_some() && v.1.is_some()) { let object_velocity = object_velocity.as_ref().unwrap(); let mut position = position.as_mut().unwrap(); position = (position.0 + object_velocity.0, position.1 + object_velocity.1); } } ``` It would also likely be useful to add some sort of filter to allow users to filter not-only that some component exists, but also that the component has some value. For example take the following situation: ```rust #[world] pub struct World { position: (u32, u32), damage_zone: (u32, u32), health: u32, } #[system( world=World, write=[health], read=[position, damage_zone], filter="position == damage_zone" )] fn position_damage_system() { health -= 1; } ``` Which expands to: ```rust pub struct World { entities: Arc>>, positions: Arc>>>, damage_zones: Arc>>>, healths: Arc>>>, } fn position_damage_system(world: Arc) { let positions = world.positions.read().unwrap(); let damage_zones = world.damage_zones.read().unwrap(); let mut healths = world.healths.write().unwrap(); for ((_position, _damage_zone), health) in positions.iter().zip(damage_zones.iter()).zip(healths.iter_mut()).filter(|v| v.0.0.is_some() && v.0.1.is_some() && v.1.is_some() && v.0.0 == v.0.1) { *health -= 1 } } ``` It is also possible to refer to singular components in systems by using _read and _write as their identifiers. For example: ```rust #[system(world=World, _read=[canvas], _write=[exit])] fn read_canvas_and_exit() { ... } ``` Would allows the user to access canvas (through reading) and write to exit