Shipyard 0.3 release

Shipyard is an Entity Component System crate. ECS is a pattern mostly used in games but not only. It fits really well with Rust, allowing easy composition and lifetime management.

What's new

  • User guide
    Learning to use a crate with the documentation can be hard. There's now a guide to explain what can be done with Shipyard and how.
  • No need to register components anymore
    Components had to be registered before accessing them by using World::new or World::register.
    Storages are now automatically created when they are first accessed.
  • !Send and !Sync components
    All components had to be Send + Sync, this is a strict limitation to make sure storages can use parallel features.
    With 0.3 !Send and !Sync types can be stored and accessed while still following Rust's rules. These rules limit threading for these types but doesn't always prevent it.
  • Unique components
    When we only need a single instance of a component, keeping an id around to access it can be annoying. A Unique component won't be attached to any entity but will have the storage all for itself.
  • Components sorting
  • no_std support
  • And more :wink:

Small Example

use shipyard::prelude::*;

struct Health(f32);
struct Position {
    x: f32,
    y: f32,

fn run(mut entities: &mut Entities, mut positions: &mut Position, mut healths: &mut Health) {
        (&mut positions, &mut healths),
        (Position { x: 0.0, y: 0.0 }, Health(1000.0)),

fn run(pos: &Position, mut health: &mut Health) {
    (&pos, &mut health)
        .filter(|(pos, _)| is_in_acid(pos))
        .for_each(|(_, mut health)| {
            health.0 -= 1.0;

fn is_in_acid(pos: &Position) -> bool {
    // it's wet season

fn main() {
    let world = World::new();


Lastly, I want to thank @dakom and @eldyer for all their help and support!


Thanks for all the awesome work on this @leudz!

1 Like

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.