Implement deferred structural mutations (AddComponent, RemoveComponent,
DestroyEntity) to allow safe modification of the world during
iteration.
Additionally, introduce a new `EntityIterator` API providing zero-
allocation `ref struct` iterators (`Select<T1>`, `Select<T1, T2>`, etc.)
to support manual iteration with early-exit capabilities.
As part of these changes, component access via `GetComponent<T>` during
iteration now automatically marks components as modified.
- Add serialization support to `World`, `EntityAllocator`, and
`SparseSet`
- Implement `SaveGame` and `LoadGame` functionality in the TicTacToe
example
- Add ability to resume a game from a saved state
- Implement auto-save after every move in the game loop
Implement a complete Tic-Tac-Toe game using OECS to demonstrate
ECS patterns, including:
- Command pattern for placing marks
- System groups for logical updates and rendering
- CSV loading for initial board state
- Reactivity logging for observing entity and component changes
fix: notify change buffer when removing components in World
docs: add caution about structural changes during ForEach
fix: prevent multiple disposals in World
- Implement `TryGetComponent<T>` in `World` and `SparseSet<T>`
- Add validation to ensure `ForEach` type parameters match the
`QueryDescriptor`
- Improve error handling in `SparseSet<T>.Get` to throw
`InvalidOperationException`
- Use `GUID` instead of `FullName` for `QueryDescriptor` hash stability
- Fix SparseSet resize logic to correctly initialize new slots
- Implement Equals and GetHashCode for QueryDescriptor
- Prevent collection modification exceptions in World.DestroyEntity
- Update CommandQueue to accumulate errors across drain cycles
- Add comprehensive edge case tests in EdgeCaseTests.cs
Introduces a mechanism to store and access singleton components on a
reserved entity. The singleton entity is automatically excluded from
all standard queries to prevent it from being processed like regular
entities.
- Added `SetSingleton`, `GetSingleton`, `HasSingleton`, and
`RemoveSingleton` to `World`.
- Added `RegisterSingleton` to `EntityAllocator` to support the
reserved entity.
- Updated `QueryExecutor` to skip the singleton entity during
iteration.
- Added unit tests for singleton functionality.
Introduces a relationship system to allow entities to point to other
entities. Includes a `Relationship<TSelf, TTarget>` component and a
`RelationshipIndex` to enable efficient reverse lookups (finding all
sources pointing to a specific target).
The `World.DestroyEntity` method now performs cascading removals:
- Relationships where the entity is the source are removed.
- Relationships where the entity is the target are removed from their
respective source entities.
Also adds MessagePack support to `Entity` and `Relationship`.
Introduces a complete query system for iterating over entities with
specific component combinations, including support for "with" and
"without" filters.
Also adds:
- `ISystem` and `ITickedSystem` interfaces for defining logic.
- `SystemGroup` for managing and running groups of systems.
- `QueryBuilder` for a fluent API to construct queries.
- `QueryExecutor` for high-performance iteration using ref parameters.
- `Tick` and `TickType` to support timed and logical updates.
- Update design.md with MessagePack component requirements
- Add ADR-012 to architecture.md regarding public type requirements
- Add MessagePackAnalyzer to OECS.csproj for compile-time validation
Initializes the OECS repository with the core foundation, including:
- Entity management with 24-bit IDs and 8-bit versioning
- Sparse set-based component storage
- Entity allocation and recycling logic
- Core World API for entity and component lifecycle
- Project scaffolding for source and unit tests
- Design documentation and architecture decision records (ADRs)