A fork of bevy to implement some features for forestia
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Make entity::index non max (#18704)
# Objective

There are two problems this aims to solve. 

First, `Entity::index` is currently a `u32`. That means there are
`u32::MAX + 1` possible entities. Not only is that awkward, but it also
make `Entity` allocation more difficult. I discovered this while working
on remote entity reservation, but even on main, `Entities` doesn't
handle the `u32::MAX + 1` entity very well. It can not be batch reserved
because that iterator uses exclusive ranges, which has a maximum upper
bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid
index can be thought of as a bug right now. We either need to make that
invalid (this PR), which makes Entity allocation cleaner and makes
remote reservation easier (because the length only needs to be u32
instead of u64, which, in atomics is a big deal), or we need to take
another pass at `Entities` to make it handle the `u32::MAX` index
properly.

Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for
u32) all have `u32` as the underlying type. That means using these as
the index type in a `SparseSet` uses 64 bits for the sparse list because
it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the
memory of that list in half. To my knowledge, `EntityIndex` is the only
thing that would really benefit from this niche. `TableRow` and
`ArchetypeRow` I think are not stored in an `Option` in bulk. But if
they ever are, this would help. Additionally this ensures
`TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an
actual row, which in a nice bonus.

As a related note, if we do components as entities where `ComponentId`
becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar
memory improvement too.

## Solution

Create a new type `EntityRow` that wraps `NonMaxU32`, similar to
`TableRow` and `ArchetypeRow`.
Change `Entity::index` to this type.

## Downsides

`NonMax` is implemented as a `NonZero` with a binary inversion. That
means accessing and storing the value takes one more instruction. I
don't think that's a big deal, but it's worth mentioning.

As a consequence, `to_bits` uses `transmute` to skip the inversion which
keeps it a nop. But that also means that ordering has now flipped. In
other words, higher indices are considered less than lower indices. I
don't think that's a problem, but it's also worth mentioning.

## Alternatives

We could keep the index as a u32 type and just document that `u32::MAX`
is invalid, modifying `Entities` to ensure it never gets handed out.
(But that's not enforced by the type system.) We could still take
advantage of the niche here in `ComponentSparseSet`. We'd just need some
unsafe manual conversions, which is probably fine, but opens up the
possibility for correctness problems later.

We could change `Entities` to fully support the `u32::MAX` index. (But
that makes `Entities` more complex and potentially slightly slower.)

## Testing

- CI
- A few tests were changed because they depend on different ordering and
`to_bits` values.

## Future Work

- It might be worth removing the niche on `Entity::generation` since
there is now a different niche.
- We could move `Entity::generation` into it's own type too for clarity.
- We should change `ComponentSparseSet` to take advantage of the new
niche. (This PR doesn't change that yet.)
- Consider removing or updating `Identifier`. This is only used for
`Entity`, so it might be worth combining since `Entity` is now more
unique.

---------

Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-05-07 18:20:30 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github The toml workflow job will now install taplo-cli using cargo-binstall (#18773) 2025-05-06 00:26:10 +00:00
assets Make entity::index non max (#18704) 2025-05-07 18:20:30 +00:00
benches Make entity::index non max (#18704) 2025-05-07 18:20:30 +00:00
crates Make entity::index non max (#18704) 2025-05-07 18:20:30 +00:00
docs Revert "Allow partial support for bevy_log in no_std (#18782)" (#18816) 2025-04-14 21:15:01 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template Fix Formatting of Optimisation Table (#18375) 2025-03-18 00:01:45 +00:00
errors Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
examples Make entity::index non max (#18704) 2025-05-07 18:20:30 +00:00
release-content Make entity::index non max (#18704) 2025-05-07 18:20:30 +00:00
src Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
tests Rename bevy_platform_support to bevy_platform (#18813) 2025-04-11 23:13:28 +00:00
tests-integration/simple-ecs-test Internalize BevyManifest logic. Switch to RwLock (#18263) 2025-03-12 00:46:01 +00:00
tools Fix compilation of compile_fail_utils when not using rustup (#18394) 2025-03-30 02:33:03 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818) 2025-05-06 00:37:04 +00:00
clippy.toml Enable nonstandard_macro_braces and enforce [] for children! (#17974) 2025-02-22 01:54:49 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore RUSTSEC-2023-0089 until postcard is updated (#19038) 2025-05-05 05:50:03 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml Bump typos to 1.29.7 (#17902) 2025-02-17 20:41:25 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.