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release(crates.io): it’s alive (v0.1.0 prep)
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Cargo.toml

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name = "secs"
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version = "0.1.0"
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edition = "2024"
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authors = ["wick3dr0se <wick3dr0se@protonmail.com>, oli-obk <safety-first@oli-obk.de>, darkscott"]
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description = "Shit Entity Component System"
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license = "MIT"
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repository = "https://github.com/wick3dr0se/secs"
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keywords = ["entity", "ecs", "component", "game", "gamedev"]
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categories = ["game-engines", "game-development"]
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[dependencies]
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elsa = "1.11.0"

README.md

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- **Entity Management**: Entities are ID's, right?
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- **Component Storage**: Components are stored in sparse sets — sounds fancy but archetypes were too much work
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- **Multiple Mutable Queries**: You can mutate many components, probably..
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- **Systems**: **secs** has systems with parallel potential
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- **Scheduling**: **secs** has a minimal scheduler that stays out of your way. Need more control? Run systems manually.
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- **Resources**: Resources can easily be passed around to any (scheduled) system
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## Getting Started
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Get **secs**
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```bash
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cargo add --git https://github.com/wick3dr0se/secs
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cargo add secs
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```
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Example: How it’s probably supposed to work
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```rust
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use secs::World;
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let mut world = World::default();
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world.spawn((MyComponent { /* your data */ },));
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world.spawn((Component1 { /* your data */ }, Component2));
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for (entity, (component,)) in world.query::<(&MyComponent,)>() {
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// maybe get an immutable component
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}
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world.query(|entity, c1: &Component1, c2: &mut Component2| {
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// maybe get mixed mutability components
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})
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```
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See more examples in [examples/](examples/)

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