Welcome to essence’s documentation!

essence is an Entity-Component-System framework for Python.

Example

from essence import World, Component, System

class Position(Component):
def __init__(self, x, y):
self.x = x self.y = y
class Physics(System):
def update(self, world):
for e in world.entities_with(Position):
e.get(Position).y -= 1
if __name__ == ‘__main__’:

world = World() world.systems.append(Physics()) player = world.create_entity() player.add(Position(1, 1))

while True:
world.update()

```

What is an Entity-Component-System?

An Entity-Component-System (or ECS) is an architectural pattern commonly used in games. Rather than model the world as a deep class hierarchy it instead divides the world into:

Components
Which hold the data for particular aspect of a thing in the game world, for example a position or an animation or the ‘Health’ counter.
Entities
Which collect a group of Components together and represent a concrete thing in the game world, for example the player character or an asteroid from asteroids.
Systems
Which operate on a group of entities to implement a behavior, for example a ‘PhysicsSystem’ which updates the position component based on the velocity component and whether the entity has collided with any other entities.

Where to find out more about ECSs

Contents:

Indices and tables