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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

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Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

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Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Flock

buildtestscoverageversionlicense

A data-oriented (ECS) game engine in Crystal, inspired by Bevy, built on top of wgpu-cr (WebGPU rendering) and SDL3 (window, input, gamepads, audio).

  • ECS: sparse sets, cache-friendly struct components, mutation via pointer, multi-component query (driven by the smallest set), resources, deferred commands.
  • App / plugins / schedules: Startup / First / FixedUpdate / Update / Render / Last, system ordering (label/before/after/run_if), events (Events(T)), and a state machine (State(S) + in-state systems).
  • 2D rendering: instanced textured sprites, 2D/3D cameras, viewports, alpha blending.
  • wgpu-style shaders: Shader (WGSL) + Material (pipeline + uniform), raw handles accessible.
  • Input: keyboard, mouse (position/buttons + Camera2D#screen_to_world), gamepads (SDL_Gamepad, hotplug, dead zone).
  • Audio: WAV + procedural sounds, native SDL3 mixing, per-playback volume/loop/stop.

See plan.md for the detailed design.

Prerequisites (macOS / Metal)

brew install sdl3 sdl3_image sdl3_ttf

wgpu-native is provided by the neighboring ../wgpu-cr (downloaded by its postinstall). Flock references it via relative path — no shards install required for the examples.

Portability: SDL linking goes through pkg-config and surface creation is dispatched per platform (Metal on macOS, X11/Wayland on Linux, HWND on Windows). macOS is tested at runtime; Linux/Windows are verified via cross-compilation but not yet validated on real hardware.

Testing (ECS core + math, headless)

crystal spec # 125 examples, no SDL or GPU

Running the examples

crystal run examples/space_invaders.cr # the game: keyboard + gamepad + sound
crystal run examples/window_app.cr # 2D camera + colored sprites
crystal run examples/custom_shader.cr # plasma effect (custom WGSL shader)
crystal run examples/mouse_demo.cr # a square follows the mouse, red on click
crystal run examples/events_demo.cr # wheel + text input (console)
crystal run examples/change_detection.cr # query filters + change detection (headless)
crystal run examples/text_atlas.cr # glyph-atlas text (batched, dynamic labels)
crystal run examples/cube3d.cr # a spinning lit 3D cube (Camera3D + depth)
crystal run examples/split_screen.cr # two viewports, each its own clear color# Headless smoke test (quits after N frames):
WGPU_FRAMES=120 crystal run examples/space_invaders.cr
# Headless readback tests (offscreen render + pixel assertions; exit 0 if OK):
crystal run examples/readback_test.cr # a colored sprite
crystal run examples/text_test.cr # text rendering (SDL_ttf)
crystal run examples/assets_test.cr # asset cache (same key -> same instance)
crystal run examples/material_test.cr # per-sprite custom material (WGSL)
crystal run examples/cube3d_test.cr # 3D mesh + Camera3D + depth
crystal run examples/split_screen_test.cr # per-viewport region clear
crystal run examples/sampler_test.cr # linear vs nearest filtering

Per-sprite materials

# A custom sprite shader (same instancing convention as the default material):
mat = renderer.build_material(MY_WGSL) # renderer = world.resource(Flock::Renderer2D)
cmd.spawn(Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(64, 64), Flock::Color::WHITE, material: mat))
# Sprites are batched by (z, material, texture); nil material = default sprite shader.

Assets (cache)

assets = world.resource(Flock::Assets) # provided by DefaultPlugins
tex = assets.texture("assets/player.png") # loaded once, cached
fnt = assets.font("assets/Roboto.ttf", 24)
snd = assets.sound("assets/shoot.wav")
# centralized release on shutdown (assets.release, before the device)

Text

Glyph atlas (preferred for dynamic text) — every glyph is rasterized once into a single texture; strings draw as batched quads, so changing text costs nothing (no per-string GPU texture). TextLabel rebuilds only when the text changes (change detection):

app.add_plugin(Flock::TextLabelPlugin.new)
atlas = assets.glyph_atlas("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
cmd.spawn(Flock::Transform2D.at(80, 460), Flock::TextLabel.new(atlas, "Score: 0"))
# update: rewrite .text then world.mark_changed(e, Flock::TextLabel) — see examples/text_atlas.cr

One-off texture (simple, allocates a texture per string — cache it yourself):

font = assets.font("/System/Library/Fonts/Supplemental/Arial.ttf", 40)
tex = font.render_texture(gpu, "Score: 42") # RGBA texture (white text)
cmd.spawn(Flock::Transform2D.at(0, 260),
Flock::Sprite.new(Flock::Vec2.new(tex.width, tex.height), Flock::Color::WHITE, tex))
# The sprite tint colors the text.

Space Invaders: arrows / A-D or left stick to move, Space / A button to shoot.

Quick start

require"../src/flock/gpu"structPosition; includeFlock::Component; property v : Flock::Vec2definitialize(@v=Flock::Vec2.new); endend
app =Flock::App.new
app.add_plugin(Flock::DefaultPlugins.new("My game", 800, 600))
app.add_startup do |world, cmd|
cmd.spawn(Flock::Camera2D.new(clear_color:Flock::Color.new(0.1, 0.1, 0.15)))
cmd.spawn(
Flock::Transform2D.at(0, 0),
Flock::Sprite.new(Flock::Vec2.new(120, 120), Flock::Color::RED),
)
end
app.add_system(Flock::Schedule::Update) do |world, _cmd|
dt = world.resource(Flock::Time).delta.to_f32
world.query(Flock::Transform2D) do |_e, tf|
tf.value.position = tf.value.position +Flock::Vec2.new(30* dt, 0)
endend
app.run

Mutation idiom (struct components)

Components are structs (data-oriented). query yields Pointer(T). In Crystal, direct assignment and mutating methods persist through a pointer, but not compound assignment +=:

world.query(Transform2D, Velocity) do |_e, tf, vel|
tf.value.position = tf.value.position + vel.value.linear * dt # ✅ direct setter# tf.value.position.x += ... # ❌ does not persistend

Query filters & change detection

query takes optional keyword filters (tuples of component classes, Bevy-style):

world.query(Sprite, with: {Enemy}, without: {Frozen}) { |e, sp| ... } # structural
world.query(Health, changed: {Health}) { |e, h| refresh_bar(h.value) } # only if it changed
world.query(Transform2D, added: {Transform2D}) { |e, tf| ... } # only just-added

Change detection is per-component and relative to when the running system last ran: world.changed?(e, T) / world.added?(e, T) are the predicate forms. Because query yields a raw Pointer(T), an in-place write is invisible to the tracker — write via world.set(e, comp)or flag it with world.mark_changed(e, T):

world.query(Health) do |e, h|
h.value =Health.new(h.value.hp -1)
world.mark_changed(e, Health) # so `changed: {Health}` systems reactend

Architecture

src/flock.cr # headless core: math + ecs + app + time (no native deps)
src/flock/gpu.cr # full entry point: + wgpu (rendering) + SDL3 (platform)
src/flock/ecs/ # entity, component, sparse_set, world, commands
src/flock/app/ # schedule, plugin, app
src/flock/math/math3d.cr # Vec2, Vec3, Mat4 (ortho/perspective/look_at)
src/flock/platform/ # window, input, audio, gpu_context, gpu_errors (SDL3 binding: ../sdl3-cr)
src/flock/render/ # color, texture, font, camera, components, shader, material, renderer2d
src/flock/assets.cr # Assets: texture/font/sound cache
examples/ # space_invaders, window_app, custom_shader, mouse/events/readback…
spec/ # headless core tests

License

MIT — see LICENSE.

About

Data-oriented (ECS) game engine in Crystal, on wgpu + SDL3

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages