YHH 1f3a76aabe feat(ecs): 添加运行时环境区分机制 | add runtime environment detection (#398)
- Core 新增静态属性 runtimeEnvironment,支持 'server' | 'client' | 'standalone'
- Core 新增 isServer / isClient 静态只读属性
- ICoreConfig 新增 runtimeEnvironment 配置项
- Scene 新增 isServer / isClient 只读属性(默认从 Core 继承,可通过 config 覆盖)
- 新增 @ServerOnly() / @ClientOnly() / @NotServer() / @NotClient() 方法装饰器
- 更新中英文文档

用于网络游戏中区分服务端权威逻辑和客户端逻辑
2025-12-30 17:56:06 +08:00
2023-03-14 17:33:05 +08:00
2020-12-09 02:56:09 +00:00
2025-10-27 09:29:11 +08:00

ESEngine
ESEngine

Modular Game Framework for TypeScript

npm build license stars TypeScript

English | 中文

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
Procgen Procedural generation (noise, random, sampling) No
RPC High-performance RPC communication framework No
Server Game server framework with rooms, auth, rate limiting No
Network Client networking with prediction, AOI, delta compression No
Transaction Game transaction system with Redis/Memory storage No
World Streaming Open world chunk loading and streaming No

All framework modules can be used standalone with any rendering engine.

Quick Start

The easiest way to add ECS to your existing project:

# In your project directory
npx @esengine/cli init

The CLI automatically detects your project type (Cocos Creator 2.x/3.x, LayaAir 3.x, or Node.js) and generates the necessary integration code.

Manual Setup

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 3.x

import { Core, Scene } from '@esengine/ecs-framework';
import { FSMSystem } from '@esengine/fsm';

const { regClass } = Laya;

@regClass()
export class ECSManager extends Laya.Script {
    private ecsScene = new Scene();

    onAwake(): void {
        Core.create();
        this.ecsScene.addSystem(new FSMSystem());
        Core.setScene(this.ecsScene);
    }

    onUpdate(): void {
        Core.update(Laya.timer.delta / 1000);
    }

    onDestroy(): void {
        Core.destroy();
    }
}

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/procgen            # Procedural generation
npm install @esengine/rpc                # RPC framework
npm install @esengine/server             # Game server
npm install @esengine/network            # Client networking
npm install @esengine/transaction        # Transaction system
npm install @esengine/world-streaming    # World streaming

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:

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
│   │   ├── rpc/           # RPC framework
│   │   ├── server/        # Game server
│   │   ├── network/       # Client networking
│   │   ├── transaction/   # Transaction system
│   │   └── world-streaming/ # World streaming
│   │
│   ├── 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

Contributing

Contributions are welcome! Please read our contributing guidelines before submitting a pull request.

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/amazing-feature)
  3. Commit your changes (git commit -m 'Add amazing feature')
  4. Push to the branch (git push origin feature/amazing-feature)
  5. 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

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