Coding in multiple languages

Quick: what programming language is Run 3 written in? Haxe, of course. (It’s even in the title of my blog.) But that isn’t all. Check out this list:

  • Haxe
  • Neko
  • Java
  • JavaScript
  • ActionScript
  • C++
  • Objective-C
  • Python
  • Batch
  • Bash
  • Groovy

Those are the programming languages that are (or were) involved in the development of Run 3/Run Mobile. Some are on the list because of Haxe’s capabilities, others because of Haxe’s limits.

Haxe’s defining feature is its ability to compile to other languages. This is great if you want to write a game for multiple platforms. JavaScript runs in browsers, C++ runs on desktop, Neko compiles quickly during testing, ActionScript… well, we don’t talk about ActionScript anymore. And that’s why those four are on the list.

Batch and Bash are good at performing simple file operations. Copying files, cleaning up old folders, etc. That’s also why Python is on the list: I have a Python file that runs after each build and performs simple file operations. Add 1 to the build count, create a zip file from a certain folder, etc. Honestly it doesn’t make much difference which language you use for the simple stuff, and I don’t remember why I chose Python. Nowadays I’d definitely choose Haxe for consistency.

The rest are due to mobile apps. Android apps are written in Java or Kotlin, then compiled using Groovy. Haxe does compile to Java, but it has a reputation for being slow. Therefore, OpenFL tries to use as much C++ as possible, only briefly using Java to get the game up and running.

iOS is similar: apps are typically written in Objective-C or Swift, and Haxe doesn’t compile to either of those. But you can have a simple Objective-C file start the app, then switch to C++.

Even leaving aside Python, Batch, and Bash, that’s a lot of languages. Some of them are independent, but others have to run at the same time and even interact. How does all that work?

Source-to-source compilation

Let’s start with source-to-source compilation (the thing I said was Haxe’s defining feature) and what it means. Suppose I’m programming in Haxe and compiling to JavaScript.

Now, by default Haxe code can only call other Haxe code. Say there’s a fancy JavaScript library that does calligraphy, and I want to draw some large shiny letters. If I was writing JavaScript, I could call the drawCalligraphy() function no problem, but not in Haxe.

To accomplish the same thing in Haxe, I need some special syntax to insert JavaScript code. Something like this:

//Haxe code (what I write)
var fruitOptions = ["apple", "orange", "pear", "lemon"];
var randomFruit = fruitOptions[Std.int(Math.random() * fruitOptions.length)];
js.Syntax.code('drawCalligraphy(randomFruit);');
someHaxeFunction(randomFruit);

//JS code (generated when the above is compiled)
let fruitOptions = ["apple","orange","pear","lemon"];
let randomFruit = fruitOptions[Math.random() * fruitOptions.length | 0];
drawCalligraphy(randomFruit);
someHaxeFunction(randomFruit);

Note how similar the Haxe and JavaScript functions end up being. It almost feels like I shouldn’t need the special syntax at all. As you can see from the final line of code, function calls are left unchanged. If I typed drawCalligraphy(randomFruit) in Haxe, it would become drawCalligraphy(randomFruit) in JavaScript, which would work perfectly. Problem is, it doesn’t compile. `drawCalligraphy` isn’t a Haxe function, so Haxe throws an error.

Well, that’s where externs come in. By declaring an “extern” function, I tell Haxe “this function will exist at runtime, so don’t throw compile errors when you see it.” (As a side-effect, I’d better type the function name right, because Haxe won’t check my work.)

tl;dr: Since Haxe creates code in another programming language, you can talk to other code in that language. If you compile to JS, you can talk to JS.

Starting an iOS app

Each Android or iOS app has a single defined “entry point,” which has to be a Java/Kotlin/Objective-C/Swift file. Haxe can compile to (some of) these, but there’s really no point. It’s easier and better to literally type out a Java/Kotlin/Objective-C/Swift file, which is exactly what Lime does.

I’ve written about this before, but as a refresher, Lime creates an Xcode project as one step along the way to making an iOS app. At this point, the Haxe code has already been compiled into C++, in a form usable on iOS. Lime then copy-pastes in some Objective-C files and an Xcode project file, which Xcode compiles to make a fully-working iOS app. (And it’s a real project; you could even edit it in Xcode, though that isn’t recommended.)

And that’s enough to get the app going. When compiled side-by-side, C++ and Objective-C++ can talk to one another, as easily as JavaScript can communicate with JavaScript. Main.mm (the Objective-C entry point) calls a C++ function, which calls another C++ function, and so on until eventually one of them calls the compiled Haxe function. Not as simple as it could be, but it has the potential to be quite straightforward.

Unlike Android.

Shared libraries

A shared library or shared object is a file that is intended to be shared by executable files and further shared object files. Modules used by a program are loaded from individual shared objects into memory at load time or runtime, rather than being copied by a linker when it creates a single monolithic executable file for the program.

Traditionally, shared library/object files are toolkits. Each handles a single task (or group of related tasks), like network connections or 3D graphics. The “shared” part of the name means many different programs can use the library at once, which is great if you have a dozen programs connecting to the net and don’t want to have to download a dozen copies of the network connection library.

I mention this to highlight that Lime does something odd when compiling for Android. All of your Haxe-turned-C++ code goes in one big shared object file named libApplicationMain.so. But this “shared” object never gets shared. It’s only ever used by one app, because, well, it is that app. Everything outside of libApplicationMain.so is essentially window dressing; it’s there to get the C++ code started. I’m not saying Lime is wrong to do this (in fact, the NDK documentation tells you to do it), I’m just commenting on the linguistic drift.

To get the app started, Lime loads the shared object and then passes the name of the main C++ function to SDL, which loads the function and then calls it. Bit roundabout, but whatever works.

tl;dr: A shared library is a pre-compiled group of code. Before calling a function, you need two steps: load the library, then load the function. On Android, one of these functions is basically “run the entire app.”

Accessing Android/iOS features from Haxe

If your Haxe code is going into a shared object, then tools like externs won’t work. How does a shared object send messages to Java/Objective-C? I’ve actually answered this one before with examples, but I didn’t really explain why, so I’ll try to do that.

  • On Android, you call JNI.createStaticMethod() to get a reference to a single Java function, as long as the Java function is declared publicly. Once you have this reference, you can call the Java function. If you want more functions, you call JNI (Java Native Interface) multiple times.
  • On iOS, you call CFFI.load() to get a reference to a single C (Objective or otherwise) function, as long as the C function is a public member of a shared library. Once you have this reference, you can call the C function. If you want more functions, you call CFFI (C Foreign Function Interface) multiple times.

Gotta say, there are a lot of similarities, and I’m guessing that isn’t a coincidence. Lime is actually doing a lot of work under the hood in both cases, with the end goal of keeping them simple.

But wait a minute. Why is iOS using shared libraries all of a sudden? We’re compiling to C++ and talking to Objective-C; shouldn’t extern functions be enough? In fact, they are enough. Shared libraries are optional here, though recommended for organization and code consistency.

You might also note that last time I described calling a shared library, it took extra steps (load the library, load the function, call the function). This is some of the work Lime does under the hood. The CFFI class combines the “load library” and “load function” steps into one, keeping any open libraries for later use. (Whereas C++ doesn’t really do “convenience.”)

tl;dr: On Android, Haxe code can call Java functions using JNI. iOS extensions are designed to mimic this arrangement, though you use CFFI instead of JNI.

Why I wrote this post

Looking back after writing this, I have to admit it’s one of my less-informative blog posts. I took a deep dive into how Lime works, yes, but very little here is useful to an average OpenFL/Lime user. If you want to use CFFI or JNI, you’d be better off reading my old blog post instead.

Originally, this post was supposed to be a couple paragraphs leading into to another Android progress report. (And I’d categorized it under “development,” which is hardly accurate.) But the more I wrote, the clearer it became that I wasn’t going to get to the progress report. I almost abandoned this post, but I was learning new things, so I decided to put it out there.

(For instance, it had never occurred to me that CFFI was optional on iOS. It may well be the best option, but since it is just an option rather than mandatory, I’ll want to double-check.)

Why I haven’t updated Run Mobile in ages (part 1)

Google has announced a November 1 deadline to update Play Store apps, and I’ve been keeping an eye on that one. We’re now getting close enough to the deadline that I’m officially giving up on releasing new content with the update, and instead I’ll just release the same version with the new required library.

But why did it take this long for me to decide that? Why didn’t I do this a year ago when Google made their announcement, and keep working in the meantime? To answer that question, this blog post will document my journey to make a single small change to Run Mobile. The first step, of course, is to make sure it still compiles.

I should mention that I have two computers that I’ve used to compile Android apps. A Linux desktop, and a Windows laptop.

The Linux machine:

  • Is where I do practically all my work nowadays.
  • Performs well.
  • Is the one you’ve seen if you’ve watched my streams.
  • Has never, if I recall correctly, compiled a release copy of Run Mobile.

The Windows machine:

  • Hasn’t seen use in years.
  • Is getting old and slow; probably needs a fresh install.
  • Has the exact code I used to compile the currently-released version of Run Mobile.

Compiling on Windows

I tried this second, so let’s talk about it first. That makes sense, right?

Well, I found that I had some commits I hadn’t uploaded. Figured I’d do that real quick, and it turns out that Git is broken somehow. Not sure why, but it always rejects my SSH key. I restarted the machine, reuploaded the key to GitHub, tried both command line and TortiseGit, and even tried GitHub’s app which promises that you don’t have to bother with SSH keys. Everything still failed. At some point I’ll reinstall Git, but that’s for later. My goal here is to compile.

Fortunately, almost all of my code was untouched since the last time I compiled, and so I compiled to Neko. No dice. There were syntax errors, null pointers, and a dozen rendering crashes. Oh right, I never compiled this version for Neko, because I always targeted Flash instead.

So I stopped trying to fix Neko, and compiled for Android. And… well, there certainly were errors, but I’ll get to them later. Eventually, I fixed enough errors that it compiled. Hooray!

But for some reason I couldn’t get the machine to connect to my phone, so I couldn’t install and test the app. Tried multiple cables, multiple USB ports… nothing. And that was the last straw. This laptop was frustrating enough when Git and adb worked.

Compiling on Linux

Since Git does work on this machine, I was easily able to roll my code back. I’d even made a list of what libraries needed to be rolled back, and how far. (This is far from the first time I’ve had to do this.)

With all my code restored, I tried compiling. Result: lime/graphics/cairo/Cairo.hx:35: characters 13-21 : Unexpected operator. A single error, presumably hiding many more. Out of curiosity, I checked the file in question, expecting to see a plus sign in a weird spot, or an extra pair of square brackets around something, or who knows. Instead I found the word “operator”. (Once again I have fallen victim to the use-mention distinction.) Apparently Haxe 4.0.0 made “operator” a keyword, and Lime had to work around it.

Right, right. I’d gone back to old versions of my code, but I hadn’t downgraded Haxe. I’d assumed doing so would be difficult, possibly requiring me to download an untrustworthy file. This was the point in the process when I tried to compile on Windows instead. As explained above, that fell through, so I came back and discovered I could get it straight from the Haxe Foundation. (I’d been looking in the wrong place.) Once I reverted Haxe, that first error went away.

But that was only error #1. Fixing it revealed a new one, and fixing that revealed yet another. Rinse and repeat for an unknown number of times. Plus side, it’s simpler to keep track of a single error at a time than 20 at once. Minus side, there were a lot of errors.

  1. Type not found: haxe.Exception – Apparently I hadn’t downgraded all my libraries. After some file searching, I found two likely culprits and downgraded both.
  2. Cannot create closure with more than 5 arguments – I’ve never seen this one before, and neither has Google. I never even knew that function bindings were closures. Also, I’m not sure how addRectangle.bind(104, 0x000000, 0) has more than 5 arguments (perhaps it counts the optional arguments). But this wasn’t worth a lot of time, so I used an anonymous function to do the same thing.
  3. Invalid field access : lastIndexOf – This often comes up when a string is null. Can’t search for the last index of a letter if the string isn’t there. Fortunately I’d already run into this bug on Windows and knew the solution. Haxe 3.4 tells you to use Sys.programPath() instead of Sys.executablePath(), except `programPath` is broken.
  4. Extern constructor could not be inlined – Another error stemming from an old version of Haxe, this comes up when you cache data between compilations. It can be fixed by updating Haxe (not an option in my case) or turning off VSHaxe’s language server.
  5. Invalid field access : __s – Another null pointer error I’d already seen. But it was at this point that I remembered not to try to compile for Neko, so I turned my focus to Android instead.
  6. You need to run "lime setup android" before you can use the Android target – So of course that wasn’t going to be easy either. Apparently I’d never told Lime where to find some crucial files. (Also apparently I’d never downloaded the [NDK](https://developer.android.com/ndk/), meaning I’ve never used this machine to compile for Android.)
  7. Type not found : Jni – Wait, I (vaguely) remember that class. Why is it missing? _One search later…_ Aha, it’s still there, it’s just missing some tweaks I made on the Windows computer. This is all for some debug info that rarely matters, so I removed it for the time being.
  8. arm-linux-androideabi-g++: not found – Uh oh. This is an error in hxcpp, a library that I try very hard to avoid dealing with. Android seems to have retired the “standalone toolchains” feature this old version of hxcpp uses, and I’ve long since established that newer versions of hxcpp are incompatible. Well, I tried using `HXCPP_VERBOSE` to get more info, and while it helped with a few hidden errors, I spent way too long digging into hxcpp without making much progress. Instead, I went all the way back to NDK r18.
  9. 'typeinfo' file not found – Another C++ error, great. Seems I’m not the first OpenFL dev to run into this one, which is actually good because it lets me know which NDK version I actually need: r15c. The Android SDK manager only goes as far back as r16, so I did a manual download.
  10. gradlew: not found – It might be another “not found” error, but make no mistake, this is huge progress. All the C++ files (over 99% of the game) compiled successfully, and it had reached the Gradle/Java portion, something I’m far more familiar with. Not that I needed to be because, someone else already fixed it. The only reason I was still seeing the error is because I couldn’t use newer versions of OpenFL. One quick copy-paste later, and…
  11. Cannot convert URL '[Kongregate SDK file]' to a file. – No kidding it can’t find the Kongregate SDK; I hard-coded a file path that only exists on Windows. In retrospect I should have used a relative path, but for now I hard-coded a different path. Then, to make absolutely certain I had the right versions, I copied the Kongregate SDK (and other Java libraries) from my laptop.
  12. Could not GET 'https://dl.bintray.com/[...]'. Received status code 403 from server: Forbidden – There were nine or ten of these errors, each with a different url. Apparently Bintray has been shut down, which means everyone has found somewhere else to host their files. I looked up the new URLs and plugged them in. Surprisingly, the new urls worked first try.

And, finally, it compiled.

Closing thoughts

And that’s why I haven’t updated Run Mobile in ages. Every time I try to compile, I have to wade through a slew of bugs. Not usually this many, but there’s always something, and I’ve learned to associate updating mobile with frustration.

I was hoping to avoid this whole process. I’d hoped to finish Runaway, allowing me to use the latest versions of OpenFL, hxcpp, and the Android SDK. But there just wasn’t enough time.

Don’t get me wrong, it feels good to have accomplished this. But as a reminder, I’ve made zero improvements thus far. I haven’t copied over any new content, I haven’t updated any libraries, I haven’t even touched the Google Play Billing Library (you know, the one that must be updated by November). I’ve spent two weeks just trying to get back what I already had.

Maybe I’m being too pessimistic here. I have, in fact, made progress since February 2018. My code now compiles on Linux, unlike in 2018. My 2018 code relied on Bintray, which is now gone. And it’s possible that new content may have been included without me even trying.

And that’s enough for today. Join me next time, on my journey to make a single small change to Run Mobile.

Haxe has too many ECS frameworks

Ever since I learned about it, I’ve wanted to use the entity component system (ECS) pattern to make games. Used properly, the pattern leads to clean, effective, and in my opinion cool-looking code. So when I was getting started my game engine, I looked for an ECS library that to build off of. And I found plenty.

The Haxe community is prolific and enthusiastic, releasing all kinds of libraries completely for free. That’s great, but it’s also a bit of a problem. Instead of working together to build a few high-quality libraries, everyone decided to reinvent the wheel.

xkcd: Standards

It did occur to me that I was preparing to reinvent the wheel, but no one had built a game engine capable of what I wanted, so I went ahead with it. Eventually I realized that’s probably what all the other developers were thinking too. Maybe there’s a reason for the chaos.

Let’s take a look at (eleven of) the available frameworks. What distinguishes each one?

Or if you want to see the one I settled on, skip to Echoes.

Ash

Let’s start at the beginning. Ash was one of the first ECS frameworks for Haxe, ported from an ActionScript 3 library of the same name. Makes sense: Haxe was originally based on AS3, and most of the early developers came from there.

Richard Lord, who developed the AS3 version, also wrote some useful blog posts on what an ECS architecture is and why you might want to use it.

Objectively, Ash is a well-designed engine. However, it’s held back by having started in ActionScript. Good design decisions there (such as using linked list nodes for performance) became unnecessary in Haxe, but the port still kept them in an effort to change as little as possible. This means it takes a bunch of typing to do anything.

//You have to define a "Node" to indicate which components you're looking for; in this case Position and Motion.
class MovementNode extends Node<MovementNode>
{
    public var position:Position;
    public var motion:Motion;
}
//Then systems use this node to find matching entities.
private function updateNode(node:MovementNode, time:Float):Void
{
    var position:Position = node.position;
    var motion:Motion = node.motion;

    position = node.position;
    motion = node.motion;
    position.position.x += motion.velocity.x * time;
    position.position.y += motion.velocity.y * time;
    //...
}

It honestly isn’t that bad for one example, but extra typing adds up.

ECX

ECX seems to be focused on performance, though I can’t confirm or debunk this.

As far as usability goes, it’s one step better than Ash. You can define a collection of entities (called a “Family” instead of a “Node”) in a single line of code, right next to the function that uses it. Much better organized.

class MovementSystem extends System {
    //Define a family.
    var _entities:Family<Transform, Renderable>;
    override function update() {
        //Iterate through all entities in the family.
        for(entity in _entities) {
            trace(entity.transform);
            trace(entity.renderable);
        }
    }
}

Eskimo

Eskimo is the programmer’s third attempt at a framework, and it shows in the features available. You can have entirely separate groups of entities, as if they existed in different worlds, so they’ll never accidentally interact. It can notify you when any entity gains or loses components (and you can choose which components you want to be notified of). Like in ECX, you can create a collection of components (here called a View rather than a Family) in a single line of code:

var viewab = new View([ComponentA, ComponentB], entities);
for (entity in viewb.entities) {
    trace('Entity id: ${entity.id}');
    trace(entity.get(ComponentB).int);
}

The framework has plenty of flaws, but its most notable feature is the complete lack of macros. Macros are a powerful feature in Haxe that allow you to run code at compile time, which makes programming easier and may save time when the game is running.

Lacking macros (as well as the “different worlds” thing I mentioned) slows Eskimo down, and makes it so you have to type out more code. Not as much code as in Ash, but it’s still inconvenient.

Honestly, though, I’m just impressed. Building an ECS framework without macros is an achievement, even though the framework suffers for it. Every single one of the other frameworks on this list uses macros, for syntax sugar if nothing else. Even Ash uses a few macros, despite coming from AS3 (which has no macros).

edge

edge (all lowercase) brings an amazing new piece of syntax sugar:

class UpdateMovement implements ISystem {
    function update(pos:Position, vel:Velocity) {
        pos.x += vel.vx,
        pos.y += vel.vy;
    }
}

You no longer have to create a View yourself, or iterate through that view, or type out entity.get(Position) every time you want to access the Position component. Instead, just define an update function with the components you want. edge will automatically give you each entity’s position and velocity. You don’t even have to call entity.get(Position) or anything; that’s already done. This saves a lot of typing when you have a lot of systems to write.

edge also provides most of the other features I’ve mentioned so far. Like in Eskimo, you can separate entities into different “worlds” (called Engines), and you can receive notifications when entities gain or lose components. You can access Views if needed/preferred, and it only takes a line of code to set up. Its “World” and “Phase” classes are a great way to organize systems, and the guiding principles are pretty much exactly how I think the ECS pattern should work.

Have I gushed enough about this framework yet? Because it’s pretty great. Just one small problem.

A system’s update function must be named update. A single class can only have one function with a given name. Therefore, each system can only have one update function. If you want to update two different groups of entities, you need two entire systems. So the syntax sugar doesn’t actually save that much typing, because you have to type out an entire new class declaration for each function.

Eventually, the creator abandoned edge to work on edge 2. This addresses the “one function per system” problem, though sadly in its current state it loses all the convenience edge offered. (And the lack of documentation makes me think it was abandoned midway.)

Baldrick

Baldrick is notable because it was created specifically in response to edge. Let’s look at the creator’s complaints, to see what others care about.

• It requires `thx.core`, which pulls a lot of code I don’t need

That’s totally fair. Unnecessary dependencies are annoying.

• It hasn’t been updated in a long time, and has been superceded by the author by edge2

It’s always concerning when you see a library hasn’t been updated in a while. This could mean it’s complete, but usually it means it’s abandoned, and who knows if any bugs will be fixed. I don’t consider this a deal-breaker myself, nor do I think edge 2 supersedes it (yet).

• Does a little bit too much behind-the-scenes with macros (ex: auto-creating views based on update function parameters)

Oh come on, macros are great! And the “auto-creating views” feature is edge’s best innovation.

• Always fully processes macros, even if display is defined (when using completion), slowing down completion

I never even thought about this, but now that they mention it, I have to agree. It’s a small but significant oversight.

• Isn’t under my control so isn’t easily extendable for my personal uses

It’s… open source. You can make a copy that you control, and (optionally) submit your changes back to the main project. If the original project isn’t abandoned, they’ll usually accept your contributions. (And if it is abandoned, then you can just tell people to use your fork.)

• Components and resources are stored in an `IntMap` (rather than a `StringMap` like in edge)

This is actually describing what Baldrick does, but it still mentions something edge does wrong. StringMap isn’t terrible, but Baldrick’s IntMap makes a lot more sense.

Anyway, Baldrick looks well-built, and it’s building on a solid foundation, but unfortunately it’s (quite intentionally) missing the syntax sugar that I liked so much.

var movingEntities:View<{pos:Position, vel:Velocity}> = new View();

public function process():Void {
    for(entity in positionEntities) {
        entity.data.pos.x += entity.data.vel.x;
        entity.data.pos.y += entity.data.vel.y;
    }
}

That seems like more typing than needed – entity.data.pos.x? Compare that to edge, which only requires you to type pos.x. I suppose it could be worse, but that doesn’t mean I’d want to use it.

Oh, and as far as I can tell, there’s no way to get delta time. That’s inconvenient.

exp-ecs

Short for “experimental entity component system,” exp-ecs is inspired by Ash but makes better use of Haxe. It does rely on several tink libraries (comparable to edge’s dependency on thx.core). The code looks pretty familiar by now, albeit cleaner than average:

@:nodes var nodes:Node<Position, Velocity>;

override function update(dt:Float) {
    for(node in nodes) {
        node.position.x += node.velocity.x * dt;
        node.position.y += node.velocity.y * dt;
    }
}

Not bad, even if it isn’t edge.

Under the hood, it looks like component tracking is slower than needed. tink_core’s signals are neat and all, but the way they’re used here means every time a component is added, the entity will be checked against every node in existence.

Ok, I just realized how bad that explanation probably was, so please enjoy this dramatization of real events instead, featuring workers at a hypothetical entity factory:

Worker A: Ok B, we just added a Position component. Since each node needs to know which entities have which components, we need to notify them.

Worker B: On it! Here’s a node for entities with Hitboxes; does it need to be notified?

Worker A: Nope, the entity doesn’t have a Hitbox.

Worker B: Ok, here’s a node that looks for Acceleration and Velocity; does it need to be notified?

Worker A: No, the entity doesn’t have Acceleration. (It has a Velocity, but that isn’t enough.)

Worker B: Next is a node that looks for Velocity and Position; does it need to be notified?

Worker A: Yes! The entity has both Velocity and Position.

Worker B: Here’s a node that needs both Position and Appearance; does it need to be notified?

Worker A: No, this is an invisible entity, lacking an Appearance. (It has a Position, but that isn’t enough.)

Worker B: Ok, next is a node for entities with Names; does it need to be notified?

Worker A: It would, but it already knows the entity’s Name. No change here.

Worker B: Next, we have…

This process continues for a while, and most of it is totally unnecessary. We just added a Position component, so why are we wasting time checking dozens or hundreds of nodes that don’t care about Position? None of them will have changed. Sadly, exp-ecs just doesn’t have any way to keep track. It probably doesn’t matter for most games, but in big enough projects it could add up.

(Please note that exp-ecs isn’t the only framework with this issue, it’s just the one I checked to be sure. I suspect the majority do the same thing.)

On the plus side, I have to compliment the code structure. There’s no ECS framework in existence whose code can be understood at a glance, but in my opinion exp-ecs comes close. (Oh, and the coding style seems to perfectly match my own, a coincidence that’s never happened before. There was always at least one small difference. So that’s neat.)

Cog

Cog is derived from exp-ecs, and calls itself a “Bring Your Own Entity” framework. You’re supposed to integrate the Components class into your own Entity class (and you can call your class whatever you like), and now your class acts like an entity. I don’t buy it. Essentially their Components class is the Entity class, they’re just trying to hide it.

As far as functionality, it unsurprisingly looks a lot like exp-ecs:

@:nodes var movers:Node<position, velocity>;
override public function step(dt:Float) {
    super.step(dt);
    for (node in movers) {
        node.position.x += node.velocity.x * dt;
        node.position.y += node.velocity.y * dt;
    }
}

I was pleasantly surprised to note that it has component events (the notifications I talked about for Eskimo and edge). If Cog had existed when I started building Runaway, I would have seriously considered using it. In the end I’d probably have rejected it for lack of syntax sugar, but only barely.

Awe

Awe is a pseudo-port of Artemis, an ECS framework written in Java. I’m not going to dig deep into it, because this is the example code:

var world = World.build({
    systems: [new InputSystem(), new MovementSystem(), new RenderSystem(), new GravitySystem()],
    components: [Input, Position, Velocity, Acceleration, Gravity, Follow],
    expectedEntityCount: ...
});
var playerArchetype = Archetype.build(Input, Position, Velocity, Acceleration, Gravity);
var player = world.createEntityFromArchetype(playerArchetype);

Java has a reputation for being verbose, and this certainly lives up to that. I can look past long method names, but I can’t abide by having to list out every component in advance, nor having to count entities in advance, nor having to define each entity’s components when you create that entity. What if the situation changes and you need new components? Just create a whole new entity I guess? This engine simply isn’t for programmers like me.

That said, the README hints at something excellent that I haven’t seen elsewhere…

@Packed This is a component that can be represented by bytes, thus doesn’t have any fields whose type is not primitive.

…efficient data storage. With all the restrictions imposed above, I bet it takes up amazingly little memory. Sadly this all comes at the cost of flexibility. It reminds me of a particle system, packing data tightly, operating on a set number of particles, and defining the limits of the particles’ capabilities in advance.

OSIS

OSIS combines entities, components, systems, and network support. The networking is optional, but imposes a limitation of 64 component types that applies no matter what. (I’ve definitely already exceeded that.) I don’t have the time or expertise to discuss the can of worms that is networking, so I’ll leave it aside.

Also notable is the claim that the library “avoids magic.” That means nothing happens automatically, and all the syntax sugar is gone:

var entitySet:EntitySet;

public override function init()
    entitySet = em.getEntitySet([CPosition, CMonster]);

public override function loop()
{
    entitySet.applyChanges();

    for(entity in entitySet.entities)
    {
        var pos = entity.get(CPosition);
        pos.x += 0.1;
    }
}

I have to admit this is surprisingly concise, and the source code seems well-written. The framework also includes less-common features like component events and entity worlds (this time called “EntityManagers”).

I still like my syntax sugar, I need more than 64 components, and I don’t need networking, so this isn’t the library for me.

GASM

According to lib.haxe.org, GASM is the most popular haxe library with the “ecs” tag. However, I am an ECS purist, and as its README states:

Note that ECS purists will not consider this a proper ECS framework, since components contain the logic instead of systems. If you are writing a complex RPG or MMO, proper ECS might be worth looking in to, but for more typical small scale web or mobile projects I think having logic in components is preferable.

Listen, if it doesn’t have systems, then don’t call it “ECS.” Call it “EC” or something.

It seems to be a well-built library, better-supported than almost anything else on this list. However, I’m not interested in entities and components without systems, so I chose to keep looking.

Ok, so what did I go with?

Echoes

Echoes’ original creator described it as a practice project, created to “learn the power of macros.” Inspired by several others on the list, it ticked almost every single one of my boxes.

It has syntax sugar like edge’s (minus the “one function per system” restriction), no thx or tink dependencies, yes component events, convenient system organization, and a boatload of flexibility. Despite deepcake’s (the creator’s) modesty, this framework has a lot to it. It received 400+ commits even before I arrived, and is now over 500. (Not a guarantee of quality, but it certainly doesn’t hurt.)

Echoes’ performance

I haven’t seriously tested Echoes’ speed, but deepcake (the original dev) made speed a priority, and I can tell that it does several things right. It uses IntMap to store components, it keeps track of which views care about which components (meaning it’s the first one I’m sure doesn’t suffer from the problem I dramatized in the exp-ecs section), and it does not let you separate entities into “worlds.” It’s a shame that it lacks that last feature, but on the other hand I haven’t needed worlds yet, and they do incur a performance hit.

Echoes’ flexible components

Let’s talk about how components work. In every other framework I’ve discussed thus far, a component must be a class, and it must extend or implement either “Component” or “IComponent,” respectively. There’s a very specific reason for these restrictions, but they still get in the way.

For instance, say you wanted to work with an existing library, such as—oh, I don’t know—Away3D. Suppose that Away3D had a neat little Mesh class, representing a 3D model that can be rendered onscreen. Suppose you wanted an entity to have a Mesh component. Well, Mesh already extends another class and cannot extend Component. It can implement IComponent, but that’s inconvenient, and you’d have to edit Mesh.hx. (Which falls squarely in the category of “edits you shouldn’t have to make.”) Your best bet is to create your own MeshComponent class that wraps Mesh, and that’s just a lot of extra typing.

In Echoes, almost any Haxe type can be a component. That Mesh? Valid complement, no extending or implementing necessary. An abstract type? Yep, it just works. That anonymous structure? Well, not directly, but you can wrap it in an abstract type. Or if wrapping it in an abstract is too much work, make a typedef for it. (Note: typedefs don’t work in deepcake’s build, but they were the very first thing I added, specifically because wrapping things in abstracts is too much work.)

All this is accomplished through some slightly questionable macro magic. Echoes generates a lot of extra classes as a means of data storage. For instance, Position components would be stored in a class named ContainerOfPosition. Echoes does this both to get around the “extend or implement” restriction, and because it assumes that it’ll make lookups faster. This may well be true (as long as the compiler is half-decent), it’s just very unusual.

Echoes: conclusion

I settled on Echoes for the syntax sugar and the component events. At the time, the deciding factor was component events, and I hadn’t realized any other libraries offered those. So… whoops.

I don’t regret my choice, at all. The syntax sugar is great, abstract/typedef support is crucial, and the strange-seeming design decisions hold up better than I first thought.

Addendum: ecso

ecso (whose name is always written in monospace font) is a promising addition to the Haxe ECS ecosystem. Unlike all the other libraries, this one is a compiler plugin, meaning it modifies the behavior of Haxe itself, which theoretically makes it faster to compile.

It’s a well-thought-out library, offering most of the features I want to see in an ECS framework. The main thing it’s missing is component events. The dev initially expressed interest in adding them, so I figured I’d hold off on reviewing ecso until that happened. Sadly, the library hasn’t been updated in a while, so I decided to write a short review.

As it stands now, ecso is a solid option if you want a simpler alternative to Echoes and don’t care about component events. In particular, ecso tries to provide as much transparency as possible. Its API really is only four functions long, and those functions do nothing more or less than what their names suggest. It turns out that four functions really are enough, as long as you’re willing to track and schedule everything. For better or worse, there’s no inversion of control here.

How space works in Run

Space in the Run series is kind of complicated, all because of a decision I made early on. See, I had a problem: how can I program a game where you run on the walls and ceiling? I’d made platformers before, but never anything where “up” could become “left” at a moment’s notice.

My answer was abstraction. I would program the physics exactly the way I was used to. The Runner would move around in her own little world where “up” means up and “down” means down. This meant I could focus on getting the running and jumping physics to feel just right. Then after those physics had run, I would use a mathematical formula to rotate everything by some multiple of 90°, depending on which wall the Runner was really on.

Well, kind of. The actual details varied from game to game, but the core guiding principle remained “I want the jump physics to be easy to program.” In Run 1 I took several shortcuts. By the time I got to Run 3 and Runaway, I was using 3D matrices to accurately convert between nested coordinate spaces.

Coordinate spaces

Cartesian coordinate systems use numbers to represent points. Coordinate spaces are when you’re using a coordinate system to represent physical space. They can be two dimensional, three dimensional, and even more. (Though I’m going to focus on 3D for obvious reasons.)

A 2D coordinate space, with four points labeledA 3D coordinate space, with one point labeled

Those right there are coordinate spaces. Both are defined by their origin (the center point) and the axes that pass through that origin. As the name implies, the origin acts as the starting point; everything in the space is relative to the origin. Then the axes determine distance and direction. By measuring along each axis in turn, you can place a point in space. For instance, (2, 3) means “2 units in the X direction and 3 units in the Y direction,” which is enough to precisely locate the green point.

Axis conventions

Oh right, each axis has a direction. The arrow on the axis points towards the positive numbers, and the other half of the axis is negative numbers. I like to use terms like “positive X” (or +X) and “negative Y” (or -Y) as shorthand for these directions.

By convention, the X axis goes left-to-right. In other words, -X is left, and +X is right.

The Y axis goes bottom-to-top in 2D, except that computer screens start in the top-left, so in computer graphics the Y axis goes top-to-bottom. I would guess that this stems from the old days when computers only displayed text. In English and similar languages, text starts in the top-left and goes down. The first line of text is above the second, and so on. It just made sense to keep that convention when they started doing fancier graphics.

In 3D, the Z axis is usually the one going bottom-to-top, while the Y axis goes “forwards,” or into the screen. Personally, I don’t like this convention. We have a perfectly good vertical axis; why change it all of a sudden?

In Runaway, I’ve chosen to stick with the convention established by 2D text and graphics. The X axis goes left-to-right, the Y axis goes top-to-bottom, and the Z axis goes forwards/into the screen. If I ever use Runaway for a 2D game, I want “left,” “right,” “up,” and “down” to mean the same things.

Not that it matters much. Runaway doesn’t actually enforce +Y meaning “down.” I wrote comments suggesting that it should, but because of the nature of the games I was building, I never hard-coded it. Instead, I coded ways to define your own custom coordinate spaces.

Rotated coordinate spaces

You know how different game engines can assign different meanings to different axes? Well in fact, each individual coordinate space can assign different meanings to different axes. In a single game, you can have one coordinate space where +Y means “down,” another where it means “up,” and a third where it means “forwards.”

This brings us back to Run. I wanted to program character motion in a single, consistent coordinate space. I wanted to be able to say “the left arrow key means move in the -X direction, and the right arrow key means move in the +X direction,” and be done with it. Time for a couple images to show what I mean.

The Runner stands on the floor. There's a set of axes showing that -X is left, +X is right, and -Y is up, and a set of arrow keys showing the same.

Above is the basic case. You’re on the floor, and the arrow keys move you left, right, and up. If the game was this simple, I wouldn’t have anything to worry about.

The Runner stands on the right wall. The axes still show that -X is left, +X is right, and -Y is up, but now the arrow keys show -X being down, +X being up, and -Y being left.

Once you touch a wall, the Runner’s frame of reference rotates. She now has a distinct coordinate space, rotated 90° from our perspective. She can move around this space just like before: left arrow key is -X, right arrow key is +X, and jump key is -Y. It works great, until she has to interact with the level.

In her own coordinate space, she’s at around (-1, 2, 5). (Assuming 1 unit ≈ 1 tile.) In other words, she’s a bit left of center (X = -1) on the floor (Y = 2) of the tunnel. But wait a minute! In the tunnel’s coordinate space, the floor has a wide gap coming up quick. If the Runner continues like this, she’ll fall through! That can’t be right.

To fix this, we need to convert between the two coordinate spaces. We need to rotate the Runner’s coordinates 90° so that they match the tunnel’s coordinates, and then check what tiles she’s standing on. We end up with (2, 1, 5) – a bit below center (Y = 1) on the right wall (X = 2) of the tunnel. That wall doesn’t have a gap coming up, so she won’t have to jump just yet. Much better.

I have other use cases to get into, one of which is something I’m still working on and prompted this blog post. But I’ve spent long enough on this post, and I really should get back to the code. Perhaps next week.