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Shipyard

Entity Component System focused on usability and flexibility.

From leudz·Updated June 11, 2026·View on GitHub·

Shipyard is an Entity Component System focused on usability and speed. The project is written primarily in Rust, distributed under the Other license, first published in 2019. Key topics include: architectural-patterns, data-oriented, ecs, entity-component, entity-component-system.

Latest release: v0.11.0Shipyard 0.11
January 1, 2026View Changelog →
<div align="center"> <h1>Shipyard ⚓</h1> <!-- omit in toc -->

Shipyard is an Entity Component System focused on usability and speed.

If you have any question or want to follow the development more closely <sub>Chat</sub>.

Crates.io
Documentation
LICENSE

Guide Master | Guide 0.11 | Demo | Visualizer

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Basic Example <!-- omit in toc -->

rust
use shipyard::{Component, IntoIter, View, ViewMut, World}; #[derive(Component)] struct Health(u32); #[derive(Component)] struct Position { x: f32, y: f32, } fn in_acid(positions: View<Position>, mut healths: ViewMut<Health>) { for (_, health) in (&positions, &mut healths) .iter() .filter(|(pos, _)| is_in_acid(pos)) { health.0 -= 1; } } fn is_in_acid(_: &Position) -> bool { // it's wet season true } fn main() { let mut world = World::new(); world.add_entity((Position { x: 0.0, y: 0.0 }, Health(1000))); world.run(in_acid); }

Small Game Example <!-- omit in toc -->

Inspired by Erik Hazzard's Rectangle Eater.

Play
Source

Table of Contents <!-- omit in toc -->

Origin of the name

Assembly lines take input, process it at each step, and output a result. You can have multiple lines working in parallel as long as they don't bother each other.

Shipyards such as the Venetian Arsenal are some of the oldest examples of successful, large-scale, industrial assembly lines. So successful that it could output a fully-finished ship every day.

Shipyard is a project you can use to build your own highly-parallel software processes.

Motivation

I initially wanted to make an ECS to learn how it works. After a failed attempt and some research, I started working on Shipyard.

Specs was already well established as the go-to Rust ECS but I thought I could do better and went with EnTT's core data-structure (SparseSet) and grouping model. A very flexible combo.

Cargo Features

  • parallel (default) — enables workload threading and add parallel iterators
  • extended_tuple — extends implementations from the default 10 to 32 tuple size at the cost of 4X build time
  • proc (default) — re-exports macros from shipyard_proc, mainly to derive Component
  • serde1 — adds (de)serialization support with serde
  • std (default) — lets Shipyard use the standard library
  • thread_local — adds methods and types required to work with !Send and !Sync components
  • tracing — reports workload and system execution

License

Licensed under either of

at your option.

Contributing

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

Contributors

Showing top 12 contributors by commit count.

View all contributors on GitHub →

This article is auto-generated from leudz/shipyard via the GitHub API.Last fetched: 6/14/2026