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.
- 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
TimersandAnimatorservices - Optional Dear ImGui integration for tools, debug panels, and quick editors
- Query filters with
With[...]andWithout[...] - Fluent entity builder API
pip install arepyIf you also want Dear ImGui support:
pip install "arepy[imgui]"git clone https://github.com/Scr44gr/arepy.git
cd arepy
uv sync --extra docsIf you also want the optional ImGui extra:
uv sync --extra docs --extra imguiThis example creates a small world with one moving square.
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)
def movement_system(
query: Query[Entity, With[Transform, RigidBody2D]],
time: Time,
) -> None:
for transform, rigid_body in query.iter_components(Transform, RigidBody2D):
transform.position.x += rigid_body.velocity.x * time.delta_seconds
transform.position.y += rigid_body.velocity.y * time.delta_seconds
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):
renderer.draw_rectangle(
Rect(transform.position.x, transform.position.y, 32, 32),
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()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.
Lightweight identifiers that represent objects in the game world:
entity = world.create_entity()
player = (world.create_entity()
.with_component(Transform(position=Vec2(100, 100)))
.with_component(PlayerController())
.build())
empty_entity = world.create_entity().build()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 = rangeSystems 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 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_secondsArepy 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.
- docs/getting-started/installation.md
- docs/guide/engine-lifecycle.md
- docs/guide/engine-services.md
- docs/guide/resources.md
- docs/guide/imgui.md
- docs/guide/bundle.md
- examples/imgui_minimal.py
- examples/bunnymark.py
- examples/cubemark_3d.py
uv run pytest -qTo run the focused engine tests:
uv run pytest tests/test_engine_worlds.py tests/test_animator.py -qSee CONTRIBUTING.md for the contributor workflow.
- Python 3.11+
- Raylib 5.5.0+
- Bitarray 3.8.1
This project is licensed under the MIT License. See LICENSE.

