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Arepy is a lightweight ECS game engine for Python focused on making game code simple to read, easy to extend, and pleasant to iterate on.

It gives you a small but practical set of engine services out of the box: worlds, typed resource injection, 2D and 3D rendering through Raylib, built-in timers and animation helpers, and optional Dear ImGui integration for tools and debug UI.


Features

  • ECS architecture built for gameplay code
  • Typed resource injection for engine services and your own state objects
  • Raylib-backed 2D and 3D rendering
  • World-local Timers and Animator services
  • Optional Dear ImGui integration for tools, debug panels, and quick editors
  • Extensible Windows and web game builder with encrypted asset packs
  • Query filters with With[...] and Without[...]
  • Fluent entity builder API

Installation

From PyPI

pip install arepy

If you also want Dear ImGui support:

pip install "arepy[imgui]"

The optional video streaming example uses PyAV:

pip install "arepy[video]"

Local setup with uv

git clone https://github.com/Scr44gr/arepy.git
cd arepy
uv sync --extra docs

Source installs from this repository use maturin, so pip install . builds the bundled native extension automatically. If no wheel is available, make sure Rust is installed.

If you also want the optional ImGui extra:

uv sync --extra docs --extra imgui --extra video

Quick Start

This example creates a small world with one moving square. The drawing rectangle is allocated once and reused, so the render loop does not create a new Rect for every entity on every frame. For a complete playable example with textures and input, see examples/getting_started.py.

from arepy import ArepyEngine, Color, Rect, Renderer2D, SystemPipeline, Time
from arepy.bundle.components import RigidBody2D, Transform
from arepy.ecs import Entity, Query, With
from arepy.math import Vec2

WHITE = Color(255, 255, 255, 255)
RED = Color(255, 0, 0, 255)
SQUARE = Rect(0, 0, 32, 32)


def movement_system(
    query: Query[Entity, With[Transform, RigidBody2D]],
    time: Time,
) -> None:
    dt = time.delta_seconds
    for transform, rigid_body in query.iter_components(Transform, RigidBody2D):
        transform.position.x += rigid_body.velocity.x * dt
        transform.position.y += rigid_body.velocity.y * dt


def render_system(
    query: Query[Entity, With[Transform]],
    renderer: Renderer2D,
) -> None:
    renderer.start_frame()
    renderer.clear(color=WHITE)

    for transform, in query.iter_components(Transform):
        SQUARE.x = transform.position.x
        SQUARE.y = transform.position.y
        renderer.draw_rectangle(SQUARE, RED)

    renderer.end_frame()


def main() -> None:
    engine = ArepyEngine(title="Arepy Quickstart", width=960, height=540)
    world = engine.create_world("main")

    world.create_entity().with_component(
        Transform(position=Vec2(40, 40))
    ).with_component(
        RigidBody2D(velocity=Vec2(90, 60))
    ).build()

    world.add_system(SystemPipeline.UPDATE, movement_system)
    world.add_system(SystemPipeline.RENDER, render_system)
    engine.set_current_world("main")
    engine.run()


if __name__ == "__main__":
    main()

Demo


Optional ImGui

If you install the imgui extra, Arepy exposes the real imgui module directly.

Use ImGui code inside SystemPipeline.RENDER_UI and let the engine handle the frame lifecycle.

from arepy import Display, SystemPipeline, imgui


def debug_ui(display: Display) -> None:
    is_open, _ = imgui.begin("Debug")
    if is_open:
        imgui.text("Hello from Arepy")
        if imgui.button("Rename window"):
            display.set_window_title("Debug")
    imgui.end()


world.add_system(SystemPipeline.RENDER_UI, debug_ui)

You do not need a wrapper class. You do not need to call imgui.new_frame() yourself. You do not need to call imgui.render() yourself.

See docs/guide/imgui.md and examples/imgui_minimal.py for the full workflow.


Exporting games

Install the builder extra and export a configured game to Windows or web:

pip install "arepy[builder]"
arepy --export windows web --config examples/bunnymark.build.toml

See docs/guide/builder.md for configuration, asset protection, update manifests, and current web backend coverage.

Core Concepts

Entities

An Entity is a lightweight handle that identifies an object in a world. world.create_entity() returns an EntityBuilder; add the initial components to that builder and call build() to receive the Entity handle:

player_builder = world.create_entity()
player = (
    player_builder
    .with_component(Transform(position=Vec2(100, 100)))
    .with_component(PlayerController())
    .build()
)

empty_entity = world.create_entity().build()

Components

Pure data containers attached to entities:

from arepy.ecs import Component

class Health(Component):
    def __init__(self, value: int = 100):
        super().__init__()
        self.value = value
        self.max_value = value

class Weapon(Component):
    def __init__(self, damage: int = 10, range: float = 100.0):
        super().__init__()
        self.damage = damage
        self.range = range

Systems

Systems are plain functions. Their parameters describe what they need.

def damage_system(query: Query[Entity, With[Health, Weapon]]):
    for entity, health, weapon in query.iter_entities_components(Health, Weapon):
        if health.value <= 0:
            entity.kill()

Queries

Queries filter entities by component shape:

Query[Entity, With[Transform, Velocity]]
Query[Entity, Without[Dead]]
Query[Entity, tuple[With[Transform, Velocity], Without[Frozen]]]

Use iter_components(...) when you only need the component data:

def movement_system(
    query: Query[Entity, tuple[With[Transform, Velocity], Without[Frozen]]],
    time: Time,
) -> None:
    for transform, velocity in query.iter_components(Transform, Velocity):
        transform.position.x += velocity.x * time.delta_seconds
        transform.position.y += velocity.y * time.delta_seconds

Resources

Arepy can inject shared services like Renderer2D, Display, Time, Input, AssetStore, and your own resource objects directly into systems.

def hud_system(renderer: Renderer2D, time: Time) -> None:
    ...

That keeps function signatures explicit and avoids manual service lookup in most code.

Texture Atlas Batch Rendering

If you want sprite rendering to go through the atlas path, first pack the loaded textures once:

asset_store.load_texture(renderer, "bunny", "./assets/bunny.png")
texture_atlas = asset_store.build_texture_atlas(renderer)

Then build a batch layout from your Sprite list and submit it with the destination, origin, and rotation views you want to feed into DrawTexturePro:

import numpy as np

position = batch.vec2(Transform, "position")
origin = batch.vec2(Transform, "origin")
rotation = batch.scalar(
    Transform,
    "rotation",
    dtype=np.float64,
    bind=True,
)
sprites = batch.components(Sprite)
layout = texture_atlas.get_batch_layout(sprites)
renderer.draw_texture_batch(
    texture_atlas,
    layout,
    position.x,
    position.y,
    layout.default_dest_width,
    layout.default_dest_height,
    origin.x,
    origin.y,
    rotation,
    WHITE,
)

layout.default_dest_width and layout.default_dest_height are cached with the layout, so you do not need to rebuild those arrays every frame unless you want custom destination sizes.

draw_texture_batch(...) requires at least one atlas page and the bundled native extension. Installs from PyPI include it, and pip install . builds it automatically from source. There is no Python fallback path.


Learn More


Testing

uv run pytest -q

To run the focused engine tests:

uv run pytest tests/test_engine_worlds.py tests/test_animator.py -q

Contributing

See CONTRIBUTING.md for the contributor workflow.


Requirements

  • CPython 3.11, 3.12, 3.13, or 3.14
  • Raylib 5.5.0+
  • Bitarray 3.8.1

License

This project is licensed under the MIT License. See LICENSE.


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