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								<p>Not only, it’s data-oriented… but to me, it looks like multiple systems doing Enum.map on a filtered set of entities.</p> 
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								<p>New release <a href="https://github.com/iacobson/ecspanse/releases/tag/v0.3.0" rel="noopener nofollow ugc">v0.3.0</a></p>
<p>Introduces two new commands, making components creation even faster:</p>
<ul>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Command.html#clone_entity!/1" rel="noopener nofollow ugc"><code>Ecspanse.Command.clone_entity!/1</code></a> - clones the entity’s components, without its relationships</li>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Command.html#deep_clone_entity!/1" rel="noopener nofollow ugc"><code>Ecspanse.Command.deep_clone_entity!/1</code></a> - clones the entity together with its descendants</li>
</ul>
<p>Introduces two new queries:</p>
<ul>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Query.html#list_tags/1" rel="noopener nofollow ugc"><code>Ecspanse.Query.list_tags/1</code></a> - list a component’s tags</li>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Query.html#list_components/1" rel="noopener nofollow ugc"><code>Ecspanse.Query.list_components/1</code></a> - lists all entity’s components</li>
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								<p>This looks really cool - definitely better and more full-featured than what I wrote years ago with a gen_stage infrastructure ( <a href="https://github.com/ecstatic-framework/ecstatic" class="inline-onebox" rel="noopener nofollow ugc">GitHub - ecstatic-framework/ecstatic: An ECS (Entity-Component-System) framework in Elixir · GitHub</a> ).</p>
<p>Out of curiosity, did you find this one when you were poking around, or not? (not like it’s maintained at the moment, obviously)</p> 
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								<p>I haven’t had time to check it out, but looks interesting. I want to ask though, how does it differ from <a href="https://github.com/ecsx-framework/ECSx" rel="noopener nofollow ugc">ECSx</a> created by Dockyard? One of the use case for ECSx seems to be game dev as explained <a href="https://dockyard.com/blog/2023/07/06/ecsx-a-new-approach-to-game-development-in-elixir" rel="noopener nofollow ugc">here</a>.</p> 
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								<p>Thank you! And yes, I did find your library and also read your <a href="https://medium.com/@Trevoke/building-an-entity-component-system-framework-in-elixir-84b05906873" rel="noopener nofollow ugc">Medium</a> article.<br>
Also, out of curiosity, have you built or tried to build a game or any kind of project with it?<br>
I’m generally very interested in any kind of game project build with Elixir.</p> 
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								<p>Thanks. I think Ecspanse and ECSx try to solve the same “problem” but in different ways. I even mentioned ECSx as an alternative to Ecspanse in my <a href="https://iacobson.medium.com/elixir-for-fun-ecspanse-2852a7993ecd" rel="noopener nofollow ugc">Medium article</a>.</p>
<p>Still, to try to answer your question, I think ECSx is more straightforward to get started with. You have generators and every component holds a single value. You can then query the individual components by their entity ID or as a list. But I think their <a href="https://hexdocs.pm/ecsx/backend_basics.html" rel="noopener nofollow ugc">guides section</a> explains it better than I could.</p>
<p>On the other hand, Ecspanse has a bit more complicated approach, but I would say also offers more flexibility as the game becomes more complex. I would mention just a few of them:</p>
<ul>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Query.html#select/2" rel="noopener nofollow ugc">complex queries</a> across multiple components, entities, and relationships</li>
<li>out-of-the-box <a href="https://hexdocs.pm/ecspanse/Ecspanse.Command.html#content" rel="noopener nofollow ugc">bidirectional entities relationships</a> to make it easy to work with trees of entities, but especially with collections</li>
<li><a href="https://hexdocs.pm/ecspanse/Ecspanse.Template.Component.html" rel="noopener nofollow ugc">component templates</a> and <a href="https://hexdocs.pm/ecspanse/Ecspanse.Query.html#tags" rel="noopener nofollow ugc">tags</a> - to handle component collections and polymorphism.</li>
</ul>
<p>You can find some more details and examples in the <a href="https://iacobson.medium.com/elixir-for-fun-ecspanse-2852a7993ecd" rel="noopener nofollow ugc">Medium article</a>.</p> 
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								<p>Oh, great to hear that it didn’t just die in the dark corners of the internet <img src="https://forum.elixirforum.com/images/emoji/apple/slight_smile.png?v=15" title=":slight_smile:" class="emoji" alt=":slight_smile:" loading="lazy" width="20" height="20"></p>
<p>I originally extracted/reworked ECS as part of my work on my most  off-the-rails project ever, which was an attempt to cross dwarf fortress and old-school MUDs: <a href="https://github.com/Trevoke/dwarlixir" class="inline-onebox" rel="noopener nofollow ugc">GitHub - Trevoke/dwarlixir: A dwarf-fortress clone / MUD / side project in Elixir · GitHub</a> - but I never finished the refactor once I had extracted it.<br>
In the Slack community I mention in the article - the MUD coders guild - the experience is fairly common, as most folks try to build a MUD from scratch, because it’s not so much about finishing a game as about learning from building the MUD; but we did notice that extracting or making ECS libraries/frameworks is where most MUD projects go to die.</p>
<p>A video game studio (<a href="https://github.com/orgs/windfish-studio/" class="inline-onebox" rel="noopener nofollow ugc">WindFish Studio · GitHub</a> ) found ecstatic a few years ago and tried to build a fairly ambitious project - some kind of world-scale simulation, IIRC - but I think they eventually ran out of funding to make the game.</p>
<p><a class="mention" href="/u/oestrich" rel="nofollow">@oestrich</a> wrote <a href="https://github.com/oestrich/ex_venture" class="inline-onebox" rel="noopener nofollow ugc">GitHub - oestrich/ex_venture: Text based MMORPG engine written in Elixir · GitHub</a> , has built at least one game on top of that, and a few other useful tools; he’s largely been more successful than me at building <em>reasonable</em> games and getting them to <em>work</em> <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p> 
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								<p>Very interesting. What was the plan for the UI (frontend) for <code>dwarlixir</code>?<br>
I feel like this is a big minus for developing games in Elixir. Not many options for rendering and building native apps.</p>
<p>I’m thinking about some terminal UI like <a href="https://github.com/amethyst/bracket-lib" rel="noopener nofollow ugc">bracket-lib</a>, or even something more advanced, such as <a href="https://macroquad.rs/" rel="noopener nofollow ugc">macroquad</a>.</p>
<p>I’m building my multiplayer game with Phoenix &amp; LiveView. But I really think Elixir would be a great choice for making games like <a href="https://www.cavesofqud.com" rel="noopener nofollow ugc">Caves of Qud</a> or <a href="https://www.gridsagegames.com/cogmind/" rel="noopener nofollow ugc">Cogmind</a>.</p> 
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								<p>Well, I am <em>terrible</em> at user interfaces, so I was going to make it a very simple command-line interface. And if you think that was probably going to be unplayably messy, you’re probably right <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p>
<p>Yeah, I don’t really know what we do for GUIs with Erlang/Elixir, though we do have <a href="https://www.erlang.org/doc/apps/wx/chapter.html" class="inline-onebox" rel="nofollow">wx the erlang binding of wxWidgets — OTP 29.0.2 (wx 2.6)</a> of course.</p> 
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		          <img alt="Nezteb" src="https://forum.elixirforum.com/user_avatar/forum.elixirforum.com/Nezteb/120/30092_2.png" width="120" height="120" />
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                  Nezteb
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								<p>I know <a class="mention" href="/u/connorrigby" rel="nofollow">@ConnorRigby</a> dabbles with game development using Elixir for the server part:</p>
<ul>
<li><a href="https://twitter.com/Nezteb/status/1096165906441326592" rel="noopener nofollow ugc">https://twitter.com/Nezteb/status/1096165906441326592</a>
<ul>
<li>Using <a href="https://love2d.org/" rel="noopener nofollow ugc">the Love2D game engine</a>.</li>
<li>His tweets with demo gifs were deleted, but the source is here: <a href="https://github.com/ConnorRigby/love-challenges" class="inline-onebox" rel="noopener nofollow ugc">GitHub - ConnorRigby/love-challenges · GitHub</a></li>
</ul>
</li>
<li><a href="https://twitter.com/pressy4pie/status/1679351258942173184" class="inline-onebox" rel="noopener nofollow ugc">coner @PressY4Pie@fosstodon.org on X: "making more progress on my @ziglang based 2d game - today i scafolded out the basics of netcode in it. Both clients are getting fed the same data from an @elixirlang server #gamedev https://t.co/ZcfNkGXtAE" / X</a>
<ul>
<li>Using <a href="https://ziglang.org/" rel="noopener nofollow ugc">the Zig programming language</a>, though I don’t know which (if any) libraries.</li>
<li>I’m not sure if he ever released the source for this.</li>
</ul>
</li>
<li><a href="https://twitter.com/pressy4pie/status/1683875764398329856" class="inline-onebox" rel="noopener nofollow ugc">coner @PressY4Pie@fosstodon.org on X: "All meaning that one could in theory have a viable toolchain for building games, engines, etc all with a very capable networking and scheduling stack built right into the core, which is a thing i never really considered the ecosystem being particularly targeted at." / X</a></li>
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