A modular game engine and ECS for Haskell. An ECS is a modern approach to organizing your application state as a database, providing patterns for data-oriented design and parallel processing.
Aztecs provides side-effect free components and systems, as well as backends for rendering and input (such as aztecs-sdl
), allowing you to structure your game as simple function of Input -> World -> World
.
For more information, please see the documentation on Hackage.
Aztecs: An Empirical Entity Component System (ECS) for Haskell [Draft]
- High-performance: Components are stored by their unique sets in archetypes
- Dynamic components: Scripts and remote interfaces can create runtime-specified components
- Type-safe DSL: Queries and systems use
Arrow
syntax for compile-time gurantees - Modular design: Aztecs can be extended for a variety of use cases
import Aztecs
import qualified Aztecs.ECS.Access as A
import qualified Aztecs.ECS.Query as Q
import qualified Aztecs.ECS.System as S
import Control.DeepSeq
import Control.Monad
import Control.Monad.IO.Class
import GHC.Generics
newtype Position = Position Int deriving (Show, Generic, NFData)
instance Component Position
newtype Velocity = Velocity Int deriving (Show, Generic, NFData)
instance Component Velocity
move :: (ArrowQuery m q) => q () Position
move = proc () -> do
v <- Q.fetch -< ()
Q.adjust (\(Velocity v) (Position p) -> Position $ p + v) -< v
run :: (ArrowQuery m q, MonadSystem q s, MonadIO s) => s ()
run = do
positions <- S.map () move
liftIO $ print positions
app :: AccessT IO ()
app = do
A.spawn_ $ bundle (Position 0) <> bundle (Velocity 1)
forever run
main :: IO ()
main = runAccessT_ app
-
SDL window management and rendering support.
-
SDL image and spritesheet rendering support.
-
SDL text rendering support.
Aztecs' approach to type-safety is inspired by Bevy, but with direct archetype-based storage similar to Flecs.