Noodloft.Components.Games
0.0.1-alpha9
See the version list below for details.
dotnet add package Noodloft.Components.Games --version 0.0.1-alpha9
NuGet\Install-Package Noodloft.Components.Games -Version 0.0.1-alpha9
<PackageReference Include="Noodloft.Components.Games" Version="0.0.1-alpha9" />
<PackageVersion Include="Noodloft.Components.Games" Version="0.0.1-alpha9" />
<PackageReference Include="Noodloft.Components.Games" />
paket add Noodloft.Components.Games --version 0.0.1-alpha9
#r "nuget: Noodloft.Components.Games, 0.0.1-alpha9"
#:package Noodloft.Components.Games@0.0.1-alpha9
#addin nuget:?package=Noodloft.Components.Games&version=0.0.1-alpha9&prerelease
#tool nuget:?package=Noodloft.Components.Games&version=0.0.1-alpha9&prerelease
Noodloft.Components
Engine-agnostic gameplay components for .NET games, with save/load built in and a Godot 4 addon on top.
The gameplay rules — how armor and resistances combine, when a level-up fires, where an item stacks — live in plain C# classes that can be unit-tested without an engine running. The engine layer is a thin shell over them.
Projects
| Project | What it is |
|---|---|
Noodloft.Components |
The reactive component base: ReactiveComponentBase, ReactiveResult, IStatefulComponent, ILogger. Zero dependencies. |
Noodloft.Components.Games |
The seven component families. Zero dependencies. |
Noodloft.Components.Persistence |
Save/load. References the two above; System.Text.Json is in the shared framework. |
Noodloft.Components.Games.Godot |
GodotLogger, GodotUserSaveStore and the allocation-free node lookups. Compiled, shipped as a DLL. |
Noodloft.Components.Games.Godot.Addon |
The nodes, systems, resources and autoload. Shipped as source — see below. |
Noodloft.Components.Games.Godot.Arch |
Separate package, separate audience: runs the Arch ECS inside Godot. Depends on nothing else here. |
The component families
| Family | Owns |
|---|---|
| Health | A pool with a floor and a ceiling. |
| Damage | Crit, armor, typed resistances, invulnerability frames, death, revival. Composes a health pool. |
| Attributes | A modifiable stat: flat, additive-percent and multiplicative-percent modifiers, removable by id or by source. |
| Progression | XP and levels, over a pluggable curve. |
| Cooldowns | One cooldown, or a whole ability bar under a CooldownRegistry. |
| Inventory | Slot-based container with stacking, an optional weight budget, and all-or-nothing or partial operations. |
| Interaction | Focus, hold-to-complete, lock, one-shot. |
| Input | Three components: a buffer (press buffering, hold-to-charge, double tap), a rebindable action map that saves the player's control scheme, and movement intent (circular dead zone, snapping, ramping). |
| Camera | Trauma-based shake, an orbit rig with clamped pitch and zoom, and frame-rate-independent follow damping. |
The shape every component takes
Model mutable state, with internal setters
DTO a readonly struct describing one operation
Evaluator a pure static function: (DTO, Model) -> result
Component wires them together and raises events
An operation returns one of three outcomes, and the difference matters:
var result = cooldown.SetModel(CooldownOperation.Tick(delta));
result.Outcome switch
{
ReactiveOutcome.Applied => // the model changed; OnModelSet fired
ReactiveOutcome.Unchanged => // legal, but a no-op. Silent: this is the per-frame path
ReactiveOutcome.Rejected => // the caller asked for something impossible. Logged, with a reason
};
Input, specifically
The two halves are split because only one of them is save state.
// Timing. Never saved: restoring a half-held button leaves it stuck down forever.
if (buffer.TryConsume("jump")) // pressed up to BufferDuration ago, and not yet claimed
Jump();
buffer.HoldRatio("charge"); // 0..1, for a charge meter
// Bindings. Saved — but only the actions the player actually rebound, so retuning a
// default control scheme still reaches everyone who left that action alone.
bindings.SetModel(BindingOperation.Rebind("jump", new InputBinding(InputDeviceKind.Keyboard, "Enter")));
A rebind onto a button another action owns is refused and names the clash, which is what a controls
menu needs in order to say "Space is already Jump". InputBindingsNode is the only thing that turns a
stored binding into a real InputEvent, so a save survives an engine upgrade renumbering its keycodes.
Movement intent is the third piece — the one usually written inline in a character script and usually written slightly wrong:
movement.Set(rawX, rawY); // straight off the device, before any dead zone
movement.Intent; // ramped: what the character moves along
movement.RawIntent; // unramped: what a dodge or a dash fires along
The dead zone is a circle across the pair, not a threshold per axis. With a per-axis dead zone of 0.2, a stick pushed exactly diagonally to 0.19 on each axis reads as nothing — while its true magnitude is 0.27, well past the threshold. That is how a worn controller ends up drifting diagonally while nobody is touching it. Everything past the dead zone is rescaled from 0, so crossing it is a nudge rather than an instant fifth of full speed.
Camera
shake.Add(0.4f); // trauma, 0..1 — adds rather than replacing
shake.Offset; // where to displace the camera this frame
orbit.Look(dx, dy); // device units; sensitivity, inversion and clamping are the component's
orbit.TargetYaw; // what a character should face — leads the camera's own angle
Trauma, not "play a shake for 0.3 seconds". A duration-based shake restarts on every hit, so a machine gun produces one permanent small shake instead of a build-up, and two sources at once means whichever fired last wins. Trauma adds, saturates at 1, and drains from wherever it reached. The displacement is trauma squared, so the tail of a shake fades out instead of leaving the camera buzzing at low amplitude — which reads as a rendering fault rather than an impact.
Follow damping is a critically damped spring rather than the lerp(current, target, rate * delta)
every tutorial reaches for. That one is frame-rate dependent: the same rate lands somewhere else at
144 fps than at 60, so a camera tuned on the developer's machine is wrong on the player's.
The camera nodes are the camera rather than driving one, so exactly one thing writes the transform
per frame. Follow and shake as separate scripts is the classic way to get a camera that jitters
because both assign to Position and whichever runs last wins.
Unchanged exists so that ticking sixty idle cooldowns a frame raises no events and logs nothing.
Every reason string on that path is a constant, because an interpolated one would allocate on every
tick of every component — measured at 128 B per tick before it was fixed.
Three words, no overlap
| Word | What it is | Saved? |
|---|---|---|
| Definition | Authored configuration as a plain record. Validate() returns problems; Create() builds a component. |
No |
| Resource | The Godot inspector's editable wrapper around a Definition. [Export]s and a ToDefinition(). |
No |
| Snapshot | Runtime state. | Yes, and only this |
Configuration is never written to a save file. That is what lets a designer rebalance a curve or widen a chest and have it take effect on saves that already exist, instead of being overwritten by them.
Persistence
var session = new SaveSession(new FileSystemSaveStore("saves"), gameVersion: "1.0.0");
session.Register(SaveParticipants.ForDamageable("player", damageable));
session.Register(SaveParticipants.ForInventory("player.bag", bag));
session.Save("slot1");
session.Load("slot1");
Save merges over what is already in the slot rather than replacing it, so saving while only one
scene is loaded does not wipe every other scene's state. Restoring writes models directly and fires no
domain events: loading a dead boss raises no OnDied, loading level 12 raises no eleven level-ups.
The full contract — the JSON shape, the type-id table, the version-mismatch rules and the config-drift table — is in docs/save-format.md.
Godot
Add addons/noodloft.components/ to your project and enable the plugin. That registers the
NoodloftSaveManager autoload; the nodes and resources appear in Create New Node and Create New Resource
as soon as the project builds.
Drop a node in, point it at a .tres, give it a Save Id, and it is saved:
GetNode<NoodloftSaveManager>("/root/NoodloftSaveManager").Save("slot1");
Nodes are gated hard on processing. SetProcess(false) is the normal state — a ready cooldown, a
damageable out of invulnerability frames, an idle interactable — so a level full of components costs
nothing. At 64 actors an idle frame measures 4.8 µs and 0 B allocated.
Nodes hold state; systems hold rules
A node answers what is this thing's health. It cannot answer may this attacker damage that target, because that is a question about a pair and neither node owns it. Answering it inside every weapon script is how a game ends up with six copies of the friendly-fire rule and five of them updated.
var result = damageSystem.Hit(bullet.Shooter, target, 25f, DamageType.Physical);
if (result.Landed) SpawnHitNumber(result.AppliedAmount, result.WasFatal);
else if (result.WasBlocked) bullet.PassThrough(); // a teammate: do not consume the shot
Blocked is deliberately not Rejected. Your rules refusing a hit is the common case — a hitbox
resting against a teammate refuses on every physics frame — and it must not read as something going
wrong.
| System | Does |
|---|---|
DamageSystem |
Runs composable DamageFilter resources over a hit, applies it, announces what happened. |
TickSystem |
Ticks many component nodes from one frame callback instead of one each. |
InteractionSystem2D / 3D |
Picks which of several things in range should hold focus, with hysteresis so the prompt does not strobe. |
Rules ship as Resources — SelfDamageFilter, GroupDamageFilter, DeadTargetFilter — so turning
friendly fire on for one arena is a .tres edit. Teams are Godot's own groups; this library ships no
team component, because the engine already has a better one and two sources of truth would only
disagree.
This is not an ECS and does not claim to be. An ECS is fast because components are flat structs in
contiguous arrays walked linearly; these are class instances on scene-tree nodes, and systems on top
change nothing about that. What the split does buy is real and is two things: rules in one editable
place, and fewer engine crossings. Every _Process override is a marshalled call from C++ into managed
code, per node, per frame — two hundred actors with a live cooldown are two hundred crossings, or one
plus a C# loop under a TickSystem. Gating decides how much work happens; batching decides how often
the engine has to cross into C# to do it.
The full contract — the node API, the filter interface, the recipes and the pitfalls — is in docs/godot-guide.md.
When you actually want an ECS
Noodloft.Components.Games.Godot.Arch is a separate package that runs the
Arch ECS inside Godot: a Node that owns the World and drives
ordered system stages, a two-way entity↔node map with a resolution cache, and sync systems that write
results back onto the scene tree. It references nothing else in this repo.
That is the real thing — flat structs in contiguous chunks, walked linearly — and it is worth reaching for in one specific situation: thousands of similar things that per-node scripts can no longer afford. Bullets, particles with gameplay meaning, a crowd. Not the player, not a boss, not a chest: those are individually interesting, want editor authoring, and there are twelve of them.
If the goal is tidier code rather than ten thousand affordable things, the systems layer above is the answer and it keeps your nodes. See docs/arch.md.
Why the addon ships as source
Godot registers C# types as scripts keyed by a res:// path, stamped at compile time by
Godot.SourceGenerators. A [GlobalClass] compiled into a referenced DLL has no such path in the
consuming project, so it cannot be attached to a node in the editor and a .tres cannot name it. The
node and resource types therefore ship as source; the engine-independent logic they call stays in the
compiled libraries.
Shipping source also removes GodotSharp version skew: the consumer compiles against their own engine's bindings.
Build
dotnet build Noodloft.Components.slnx -c Release # must stay at zero warnings
dotnet test Noodloft.Components.slnx
dotnet run -c Release --project benchmarks/Noodloft.Components.Benchmarks -- --filter '*FrameLoop*' --job short
The packages multi-target net8.0 and net10.0. net8.0 is what Godot 4.4 gives a C# project by
default, and a library that only shipped net10.0 would fail to install there with NU1201 — in the very
engine version the addon names as its floor. The test projects target both, so the net8.0 asset is
executed rather than merely compiled; running the whole suite locally therefore needs the .NET 8
runtime installed alongside the SDK. Without it, dotnet test -f net10.0 runs the net10.0 half.
Analyzers run at latest-recommended with EnforceCodeStyleInBuild, so the IDE and the command line
agree on what counts as a warning. Nothing is suppressed in src/; the few suppressions that exist
are scoped to a test or benchmark csproj with a written reason.
Releases
Tagging is what publishes. A vX.Y.Z tag is the version — the workflow refuses a tag that is not a
semantic version, and refuses one with no matching section in CHANGELOG.md. That
section becomes both the package's release notes and the body of the Gitea release, so the three can
never disagree.
Below 0.1.0 every tag carries -alpha and the API is explicitly unstable.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- Noodloft.Components (>= 0.0.1-alpha9)
-
net8.0
- Noodloft.Components (>= 0.0.1-alpha9)
NuGet packages (3)
Showing the top 3 NuGet packages that depend on Noodloft.Components.Games:
| Package | Downloads |
|---|---|
|
Noodloft.Components.Persistence
Save and load for Noodloft components. Source-generated JSON, pluggable stores, per-entry versioning, and a merging save that does not wipe the state of scenes that are not loaded. Configuration is never written to disk, so rebalancing takes effect on existing saves. |
|
|
Noodloft.Components.Games.Godot
Godot 4 glue for Noodloft components: logging, user:// save and encrypted token storage, and the WebSocket relay MultiplayerPeer used by server-authoritative games. The nodes and resources are NOT in this package. Godot keys C# script types to a res:// path, which a type inside a DLL does not have, so they ship as addon source instead. |
|
|
Noodloft.Components.Games.Godot.Arch
Runs the Arch entity component system inside Godot 4: a composable runtime driven from _Process and _PhysicsProcess, a two-way map between entities and nodes, and sync systems that write simulation results back onto the scene tree. Arch is a real archetype ECS — components are flat structs packed into contiguous chunks and walked linearly — so it is worth reaching for exactly when a scene has thousands of similar things and per-node scripts have stopped being affordable. It is not a replacement for nodes, and this package does not try to make it one. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 0.2.0-beta.9 | 87 | 8/14/2026 |
| 0.2.0-beta.8 | 83 | 8/13/2026 |
| 0.2.0-beta.7 | 84 | 8/13/2026 |
| 0.2.0-beta.6 | 79 | 8/13/2026 |
| 0.2.0-beta.5 | 73 | 8/13/2026 |
| 0.2.0-beta.4 | 90 | 8/13/2026 |
| 0.2.0-beta.3 | 80 | 8/13/2026 |
| 0.2.0-beta.2 | 93 | 8/13/2026 |
| 0.2.0-beta.1 | 74 | 8/10/2026 |
| 0.1.0 | 145 | 8/8/2026 |
| 0.0.1-alpha9 | 126 | 8/5/2026 |
| 0.0.1-alpha8 | 123 | 8/5/2026 |
| 0.0.1-alpha7 | 123 | 8/5/2026 |
| 0.0.1-alpha6 | 121 | 8/5/2026 |
| 0.0.1-alpha5 | 121 | 8/5/2026 |
| 0.0.1-alpha4 | 108 | 8/4/2026 |
| 0.0.1-alpha3 | 110 | 8/4/2026 |
| 0.0.1-alpha2 | 119 | 8/3/2026 |
| 0.0.1-alpha11 | 132 | 8/6/2026 |
| 0.0.1-alpha10 | 122 | 8/6/2026 |
### Added
- **`Noodloft.Components.Games.Godot.Arch`** — a fifth package, running the
[Arch](https://github.com/genaray/Arch) entity component system inside Godot 4. It references
nothing else in this repo and has its own audience.
0.0.1-alpha8 added a systems layer and was careful to say it was not an ECS, because it is not: those
components are class instances on scene-tree nodes, and no arrangement of systems above them changes
that layout. This package is the other answer. Arch is a real archetype ECS — flat structs packed
into contiguous chunks, walked linearly — and it earns that in one specific situation: thousands of
similar things that per-node scripts can no longer afford. Bullets, particles with gameplay meaning,
a crowd. Not the player, not a boss, not a chest.
- `ArchWorldNode` owns a `World`, runs ordered system stages off `_Process` and `_PhysicsProcess`,
and destroys the world on `NotificationPredelete` — never on `_ExitTree`, which fires on every
reparent. Arch worlds hold pooled chunk arrays that outlive the managed object, so one that is
dropped rather than destroyed leaks for the life of the process.
- `ArchSystemRunner` keeps systems in a defined order per stage. Order is correctness in an ECS,
because systems communicate through the components they read and write, and it is invisible in the
code of any one system. A system registered mid-run starts on the next frame rather than being
appended to a list that is currently being walked.
- `NodeLink` holds Godot's instance id, not a `Node` reference, and `NodeEntityRegistry` maps both
directions with a resolution cache. A component holding a managed reference makes every chunk that
contains it something the garbage collector traces on every collection — which is the exact cost an
archetype ECS exists to avoid — and it keeps a freed node's wrapper alive besides.
`GodotObject.InstanceFromId` crosses into native code, so per entity per frame it costs more than
everything else a sync system does.
- `MotionSystem2D`/`3D` and `NodeSyncSystem2D`/`3D` ship as worked examples of the two things that
make an Arch system fast and are easy to lose: a static `QueryDescription`, and `InlineQuery` with
a struct `IForEach` instead of a lambda that closes over the delta and allocates a delegate on
every tick.
- **`GodotSharp` is not a package dependency**, unlike the Chickensoft GodotPackage template this
was modelled on. `Godot.NET.Sdk` already references it at exactly the consumer's engine version,
and declaring it again makes NuGet unify the two — so a package built against a newer engine
quietly demands that engine of everyone. In this repo that failure surfaced as "Unable to load
addon script" and cost two releases to find. `Arch` does flow: its types are all over the public
surface.
- **[docs/arch.md](docs/arch.md)** — when an ECS is the right tool and when it is not, the stage split,
writing a system, the entity/node boundary, and what the tests deliberately do not cover.
### Notes
- The new package's tests run headless under `dotnet test`, which works because Arch is plain managed
code and Godot's `Vector2`/`Vector3` are ordinary unmanaged structs. Anything that resolves a `Node`
needs a live engine and is not covered — the same boundary the addon has.