* 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
ESEngine
Modular Game Framework for TypeScript
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Documentation · API Reference · Examples
What is ESEngine?
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.
The core is a high-performance ECS (Entity-Component-System) framework, accompanied by optional modules for AI, networking, physics, and more.
npm install @esengine/ecs-framework
Features
| Module | Description | Engine Required |
|---|---|---|
| ECS Core | Entity-Component-System framework with reactive queries | No |
| Behavior Tree | AI behavior trees with visual editor support | No |
| Blueprint | Visual scripting system | No |
| FSM | Finite state machine | No |
| Timer | Timer and cooldown systems | No |
| Spatial | Spatial indexing and queries (QuadTree, Grid) | No |
| Pathfinding | A* and navigation mesh pathfinding | No |
| Network | Client/server networking with TSRPC | No |
All framework modules can be used standalone with any rendering engine.
Quick Start
import {
Core, Scene, Entity, Component, EntitySystem,
Matcher, Time, ECSComponent, ECSSystem
} from '@esengine/ecs-framework';
// Define components (data only)
@ECSComponent('Position')
class Position extends Component {
x = 0;
y = 0;
}
@ECSComponent('Velocity')
class Velocity extends Component {
dx = 0;
dy = 0;
}
// Define system (logic)
@ECSSystem('Movement')
class MovementSystem extends EntitySystem {
constructor() {
super(Matcher.all(Position, Velocity));
}
protected process(entities: readonly Entity[]): void {
for (const entity of entities) {
const pos = entity.getComponent(Position);
const vel = entity.getComponent(Velocity);
pos.x += vel.dx * Time.deltaTime;
pos.y += vel.dy * Time.deltaTime;
}
}
}
// Initialize
Core.create();
const scene = new Scene();
scene.addSystem(new MovementSystem());
const player = scene.createEntity('Player');
player.addComponent(new Position());
player.addComponent(new Velocity());
Core.setScene(scene);
// Integrate with your game loop
function gameLoop(currentTime: number) {
Core.update(currentTime / 1000);
requestAnimationFrame(gameLoop);
}
requestAnimationFrame(gameLoop);
Using with Other Engines
ESEngine's framework modules are designed to work alongside your preferred rendering engine:
With Cocos Creator
import { Component as CCComponent, _decorator } from 'cc';
import { Core, Scene, Matcher, EntitySystem } from '@esengine/ecs-framework';
import { BehaviorTreeExecutionSystem } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('GameManager')
export class GameManager extends CCComponent {
private ecsScene!: Scene;
start() {
Core.create();
this.ecsScene = new Scene();
// Add ECS systems
this.ecsScene.addSystem(new BehaviorTreeExecutionSystem());
this.ecsScene.addSystem(new MyGameSystem());
Core.setScene(this.ecsScene);
}
update(dt: number) {
Core.update(dt);
}
}
With Laya
import { Core, Scene } from '@esengine/ecs-framework';
import { FSMSystem } from '@esengine/fsm';
class Main {
constructor() {
Core.create();
const scene = new Scene();
scene.addSystem(new FSMSystem());
Core.setScene(scene);
Laya.timer.frameLoop(1, this, this.update);
}
update() {
Core.update(Laya.timer.delta / 1000);
}
}
Packages
Framework (Engine-Agnostic)
These packages have zero rendering dependencies and work with any engine:
npm install @esengine/ecs-framework # Core ECS
npm install @esengine/behavior-tree # AI behavior trees
npm install @esengine/blueprint # Visual scripting
npm install @esengine/fsm # State machines
npm install @esengine/timer # Timers & cooldowns
npm install @esengine/spatial # Spatial indexing
npm install @esengine/pathfinding # Pathfinding
npm install @esengine/network # Networking
ESEngine Runtime (Optional)
If you want a complete engine solution with rendering:
| Category | Packages |
|---|---|
| Core | engine-core, asset-system, material-system |
| Rendering | sprite, tilemap, particle, camera, mesh-3d |
| Physics | physics-rapier2d |
| Platform | platform-web, platform-wechat |
Editor (Optional)
A visual editor built with Tauri for scene management:
- Download from Releases
- Supports behavior tree editing, tilemap painting, visual scripting
Project Structure
esengine/
├── packages/
│ ├── framework/ # Engine-agnostic modules (NPM publishable)
│ │ ├── core/ # ECS Framework
│ │ ├── math/ # Math utilities
│ │ ├── behavior-tree/ # AI behavior trees
│ │ ├── blueprint/ # Visual scripting
│ │ ├── fsm/ # Finite state machine
│ │ ├── timer/ # Timer system
│ │ ├── spatial/ # Spatial queries
│ │ ├── pathfinding/ # Pathfinding
│ │ ├── procgen/ # Procedural generation
│ │ └── network/ # Networking
│ │
│ ├── engine/ # ESEngine runtime
│ ├── rendering/ # Rendering modules
│ ├── physics/ # Physics modules
│ ├── editor/ # Visual editor
│ └── rust/ # WASM renderer
│
├── docs/ # Documentation
└── examples/ # Examples
Building from Source
git clone https://github.com/esengine/esengine.git
cd esengine
pnpm install
pnpm build
# Type check framework packages
pnpm type-check:framework
# Run tests
pnpm test
Documentation
Community
- GitHub Issues - Bug reports and feature requests
- GitHub Discussions - Questions and ideas
- Discord - Chat with the community
Contributing
Contributions are welcome! Please read our contributing guidelines before submitting a pull request.
- Fork the repository
- Create a feature branch (
git checkout -b feature/amazing-feature) - Commit your changes (
git commit -m 'Add amazing feature') - Push to the branch (
git push origin feature/amazing-feature) - Open a Pull Request
License
ESEngine is licensed under the MIT License. Free for personal and commercial use.
Made with care by the ESEngine community