refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
293
README.md
293
README.md
@@ -5,7 +5,7 @@
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</h1>
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<p align="center">
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<strong>Cross-platform 2D Game Engine</strong>
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<strong>Modular Game Framework for TypeScript</strong>
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</p>
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<p align="center">
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@@ -23,55 +23,35 @@
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<p align="center">
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<a href="https://esengine.cn/">Documentation</a> ·
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<a href="https://esengine.cn/api/README">API Reference</a> ·
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<a href="https://github.com/esengine/esengine/releases">Download Editor</a> ·
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<a href="./examples/">Examples</a>
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</p>
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---
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> **Just need ECS?** The core ECS framework [`@esengine/ecs-framework`](./packages/core/) can be used standalone with Cocos Creator, Laya, or any JS engine. [View ECS Documentation](./packages/core/README.md)
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## What is ESEngine?
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## Overview
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ESEngine is a collection of **engine-agnostic game development modules** for TypeScript. Use them with Cocos Creator, Laya, Phaser, PixiJS, or any JavaScript game engine.
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ESEngine is a cross-platform 2D game engine built from the ground up with modern web technologies. It provides a comprehensive toolset that enables developers to focus on creating games rather than building infrastructure.
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Export your games to multiple platforms including web browsers, WeChat Mini Games, and other mini-game platforms from a single codebase.
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## Key Features
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| Feature | Description |
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|---------|-------------|
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| **ECS Architecture** | Data-driven Entity-Component-System pattern for flexible and cache-friendly game logic |
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| **High-Performance Rendering** | Rust/WebAssembly 2D renderer with automatic sprite batching and WebGL 2.0 backend |
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| **Visual Editor** | Cross-platform desktop editor built with Tauri for scene management and asset workflows |
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| **Modular Design** | Import only what you need - each feature is a standalone package |
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| **Multi-Platform Export** | Deploy to Web, WeChat Mini Games, and more from one codebase |
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| **Physics Integration** | 2D physics powered by Rapier with editor visualization |
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| **Visual Scripting** | Behavior trees and blueprint system for designers |
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## Tech Stack
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- **Runtime**: TypeScript, Rust, WebAssembly
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- **Renderer**: WebGL 2.0, WGPU (planned)
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- **Editor**: Tauri, React, Zustand
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- **Physics**: Rapier2D
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- **Build**: pnpm, Turborepo, Rollup
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## License
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ESEngine is **free and open source** under the [MIT License](LICENSE). No royalties, no strings attached.
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## Installation
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### npm
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The core is a high-performance **ECS (Entity-Component-System)** framework, accompanied by optional modules for AI, networking, physics, and more.
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```bash
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npm install @esengine/ecs-framework
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```
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### Editor
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## Features
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Download pre-built binaries from the [Releases](https://github.com/esengine/esengine/releases) page (Windows, macOS).
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| Module | Description | Engine Required |
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|--------|-------------|:---------------:|
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| **ECS Core** | Entity-Component-System framework with reactive queries | No |
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| **Behavior Tree** | AI behavior trees with visual editor support | No |
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| **Blueprint** | Visual scripting system | No |
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| **FSM** | Finite state machine | No |
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| **Timer** | Timer and cooldown systems | No |
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| **Spatial** | Spatial indexing and queries (QuadTree, Grid) | No |
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| **Pathfinding** | A* and navigation mesh pathfinding | No |
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| **Network** | Client/server networking with TSRPC | No |
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> All framework modules can be used standalone with any rendering engine.
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## Quick Start
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@@ -81,6 +61,7 @@ import {
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Matcher, Time, ECSComponent, ECSSystem
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} from '@esengine/ecs-framework';
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// Define components (data only)
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@ECSComponent('Position')
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class Position extends Component {
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x = 0;
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@@ -93,6 +74,7 @@ class Velocity extends Component {
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dy = 0;
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}
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// Define system (logic)
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@ECSSystem('Movement')
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class MovementSystem extends EntitySystem {
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constructor() {
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@@ -120,7 +102,7 @@ player.addComponent(new Velocity());
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Core.setScene(scene);
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// Game loop
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// Integrate with your game loop
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function gameLoop(currentTime: number) {
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Core.update(currentTime / 1000);
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requestAnimationFrame(gameLoop);
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@@ -128,109 +110,126 @@ function gameLoop(currentTime: number) {
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requestAnimationFrame(gameLoop);
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```
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## Packages
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## Using with Other Engines
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ESEngine is organized as a monorepo with 50+ modular packages. Install only what you need.
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ESEngine's framework modules are designed to work alongside your preferred rendering engine:
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### Essential
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### With Cocos Creator
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```bash
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npm install @esengine/ecs-framework # Core ECS (can be used standalone)
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npm install @esengine/engine-core # Full engine with module system
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```typescript
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import { Component as CCComponent, _decorator } from 'cc';
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import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
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import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
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const { ccclass } = _decorator;
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@ccclass('GameManager')
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export class GameManager extends CCComponent {
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private ecsScene!: Scene;
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start() {
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Core.create();
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this.ecsScene = new Scene();
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// Add ECS systems
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this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
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this.ecsScene.addSystem(new MyGameSystem());
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Core.setScene(this.ecsScene);
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}
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update(dt: number) {
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Core.update(dt);
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}
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}
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```
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### Popular Modules
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### With Laya
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { FSMSystem } from '@esengine/fsm';
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class Main {
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constructor() {
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Core.create();
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const scene = new Scene();
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scene.addSystem(new FSMSystem());
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Core.setScene(scene);
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Laya.timer.frameLoop(1, this, this.update);
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}
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update() {
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Core.update(Laya.timer.delta / 1000);
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}
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}
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```
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## Packages
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### Framework (Engine-Agnostic)
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These packages have **zero rendering dependencies** and work with any engine:
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```bash
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npm install @esengine/ecs-framework # Core ECS
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npm install @esengine/behavior-tree # AI behavior trees
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npm install @esengine/blueprint # Visual scripting
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npm install @esengine/fsm # State machines
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npm install @esengine/timer # Timers & cooldowns
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npm install @esengine/spatial # Spatial indexing
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npm install @esengine/pathfinding # Pathfinding
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npm install @esengine/network # Networking
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```
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### ESEngine Runtime (Optional)
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If you want a complete engine solution with rendering:
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| Category | Packages |
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|----------|----------|
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| **Rendering** | `sprite`, `tilemap`, `particle`, `mesh-3d`, `fairygui` |
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| **Core** | `engine-core`, `asset-system`, `material-system` |
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| **Rendering** | `sprite`, `tilemap`, `particle`, `camera`, `mesh-3d` |
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| **Physics** | `physics-rapier2d` |
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| **AI & Logic** | `behavior-tree`, `blueprint` |
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| **Network** | `network`, `network-server` |
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| **Platform** | `platform-web`, `platform-wechat` |
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<details>
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<summary><b>View all 50+ packages</b></summary>
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### Editor (Optional)
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#### Core
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- `@esengine/ecs-framework` - ECS framework core
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- `@esengine/math` - Vector, matrix utilities
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- `@esengine/engine` - Rust/WASM renderer
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- `@esengine/engine-core` - Module lifecycle
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A visual editor built with Tauri for scene management:
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#### Runtime
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- `@esengine/sprite` - 2D sprites & animation
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- `@esengine/tilemap` - Tile-based maps
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- `@esengine/particle` - Particle effects
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- `@esengine/physics-rapier2d` - 2D physics
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- `@esengine/behavior-tree` - AI behavior trees
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- `@esengine/blueprint` - Visual scripting
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- `@esengine/camera` - Camera system
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- `@esengine/audio` - Audio playback
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- `@esengine/fairygui` - FairyGUI integration
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- `@esengine/mesh-3d` - 3D mesh (FBX/GLTF/OBJ)
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- `@esengine/material-system` - Materials & shaders
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- `@esengine/asset-system` - Asset management
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- `@esengine/world-streaming` - Large world streaming
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- Download from [Releases](https://github.com/esengine/esengine/releases)
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- Supports behavior tree editing, tilemap painting, visual scripting
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#### Network
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- `@esengine/network` - Client (TSRPC)
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- `@esengine/network-server` - Server runtime
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- `@esengine/network-protocols` - Shared protocols
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## Project Structure
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#### Editor Extensions
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All runtime modules have corresponding `-editor` packages for visual editing.
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#### Platform
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- `@esengine/platform-common` - Platform abstraction
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- `@esengine/platform-web` - Web runtime
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- `@esengine/platform-wechat` - WeChat Mini Game
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</details>
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## Editor
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The ESEngine Editor is a cross-platform desktop application built with Tauri and React.
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### Features
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- Scene hierarchy and entity management
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- Component inspector with custom property editors
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- Asset browser with drag-and-drop
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- Tilemap editor with paint and fill tools
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- Behavior tree visual editor
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- Blueprint visual scripting
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- Material and shader editing
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- Built-in performance profiler
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- Localization (English, Chinese)
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### Screenshot
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## Platform Support
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| Platform | Runtime | Editor |
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|----------|:-------:|:------:|
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| Web Browser | ✓ | - |
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| Windows | - | ✓ |
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| macOS | - | ✓ |
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| WeChat Mini Game | In Progress | - |
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| Playable Ads | Planned | - |
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| Android | Planned | - |
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| iOS | Planned | - |
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```
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esengine/
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├── packages/
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│ ├── framework/ # Engine-agnostic modules (NPM publishable)
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│ │ ├── core/ # ECS Framework
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│ │ ├── math/ # Math utilities
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│ │ ├── behavior-tree/ # AI behavior trees
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│ │ ├── blueprint/ # Visual scripting
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│ │ ├── fsm/ # Finite state machine
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│ │ ├── timer/ # Timer system
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│ │ ├── spatial/ # Spatial queries
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│ │ ├── pathfinding/ # Pathfinding
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│ │ ├── procgen/ # Procedural generation
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│ │ └── network/ # Networking
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│ │
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│ ├── engine/ # ESEngine runtime
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│ ├── rendering/ # Rendering modules
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│ ├── physics/ # Physics modules
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│ ├── editor/ # Visual editor
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│ └── rust/ # WASM renderer
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│
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├── docs/ # Documentation
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└── examples/ # Examples
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```
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## Building from Source
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### Prerequisites
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- Node.js 18+
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- pnpm 10+
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- Rust toolchain (for WASM renderer)
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- wasm-pack
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### Setup
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```bash
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git clone https://github.com/esengine/esengine.git
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cd esengine
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@@ -238,54 +237,28 @@ cd esengine
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pnpm install
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pnpm build
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# Optional: Build WASM renderer
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pnpm build:wasm
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# Type check framework packages
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pnpm type-check:framework
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# Run tests
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pnpm test
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```
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### Run Editor
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```bash
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cd packages/editor-app
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pnpm tauri:dev
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```
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### Project Structure
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```
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esengine/
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├── packages/
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│ ├── core/ # ECS Framework (@esengine/ecs-framework)
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│ ├── math/ # Math library (@esengine/math)
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│ ├── engine-core/ # Engine lifecycle management
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│ ├── sprite/ # 2D sprite rendering
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│ ├── tilemap/ # Tilemap system
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│ ├── physics-rapier2d/ # Physics engine
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│ ├── behavior-tree/ # AI behavior trees
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│ ├── editor-app/ # Desktop editor (Tauri)
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│ └── ... # Other modules
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├── docs/ # Documentation source
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├── examples/ # Example projects
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├── scripts/ # Build utilities
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└── thirdparty/ # Third-party dependencies
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```
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> **Looking for ECS source code?** The ECS framework is in `packages/core/`
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## Documentation
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- [Getting Started](https://esengine.cn/guide/getting-started.html)
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- [Architecture Guide](https://esengine.cn/guide/)
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- [ECS Framework Guide](./packages/framework/core/README.md)
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- [Behavior Tree Guide](./packages/framework/behavior-tree/README.md)
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- [API Reference](https://esengine.cn/api/README)
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## Community
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- [Discord](https://discord.gg/gCAgzXFW) - Chat with the community
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- [GitHub Issues](https://github.com/esengine/esengine/issues) - Bug reports and feature requests
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- [GitHub Discussions](https://github.com/esengine/esengine/discussions) - Questions and ideas
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- [Discord](https://discord.gg/gCAgzXFW) - Chat with the community
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## Contributing
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Contributions are welcome. Please read the contributing guidelines before submitting a pull request.
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Contributions are welcome! Please read our contributing guidelines before submitting a pull request.
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1. Fork the repository
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2. Create a feature branch (`git checkout -b feature/amazing-feature`)
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@@ -295,10 +268,10 @@ Contributions are welcome. Please read the contributing guidelines before submit
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## License
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ESEngine is licensed under the [MIT License](LICENSE).
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ESEngine is licensed under the [MIT License](LICENSE). Free for personal and commercial use.
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||||
---
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<p align="center">
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Made with ❤️ by the ESEngine team
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Made with care by the ESEngine community
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||||
</p>
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||||
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Reference in New Issue
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