A Dart port of the Entity System Framework Artemis.

The original has been written in Java by Arni Arent and Tiago Costa and can be found here: http://gamadu.com/artemis with the source available here: https://code.google.com/p/artemis-framework/

Ports for other languages are also available:

  • C#: https://github.com/thelinuxlich/artemis_CSharp
  • Python: https://github.com/kernhanda/PyArtemis

Some useful links about what an Entity System/Entity Component System is:

  • http://piemaster.net/2011/07/entity-component-artemis/
  • http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/

Getting started

  1. Add dartemis to your project by adding it to your pubspec.yaml
  2. Import it in your project:
  import 'package:dartemis/dartemis.dart';
  1. Create a world:
  World world = new World();
  1. Create entities, add components to them and finally add those entities to the world. Entities with different components will be processed by different systems:
  Entity entity  = world.createEntity();
  entity.addComponent(new Position(0, 0));
  entity.addComponent(new Velocity(1, 1));

A Component is a pretty simple structure and should not contain any logic:

  class Position extends Component {
      num x,y;
      Position(this.x, this.y);
  1. Define a systems that should process your entities. The Aspect defines which components an entity needs to have in order to be processed by the system:
  class MovementSystem extends EntityProcessingSystem {
      ComponentMapper<Position> positionMapper;
      ComponentMapper<Velocity> velocityMapper;
      MovementSystem() : super(Aspect.getAspectForAllOf([Position, Velocity]));
      void initialize() {
        positionMapper = new ComponentMapper<Position>(Position, world);
        velocityMapper = new ComponentMapper<Velocity>(Velocity, world);
      void processEntity(Entity entity) {
        Position position = positionMapper.get(entity);
        Velocity vel = velocityMapper.get(entity);  
        position.x += vel.x;
        position.y += vel.y;

CAUTION: These lines:

  MovementSystem() : super(Aspect.getAspectForAllOf([Position, Velocity]));
  positionMapper = new ComponentMapper<Position>(Position, world);

currently won't work in in the Dart VM. They do work if they are compiled to javascript and the editor does not mark them as warnings or errors. It will work once the Dart VM support literal types as expressions. To workaround this you have to create an instance of your component and use the runtimeType of that object instead:

  positionMapper = new ComponentMapper<Position>(new Position().runtimeType, world);
  1. Add your system to the world:
  world.addSystem(new MovementSystem());
  1. Initialize the world:
  1. In your game loop you then process your systems:

If your game logic requires a delta you can set it by calling:

  world.delta = delta;



Reference Manual

Example Games using dartemis


An very simple example included in the example folder of dartemis: Source Code Playable version

GitHub Space Off

A game originally created for the GitHub Game Off 2012 Source Code Playable version