For eine Entity-Component-System-Bibliothek für Spiellogik, the strongest matches are sschmid/entitas (Entitas is a data-oriented Entity Component System framework for), sandermertens/flecs (Flecs is a production-ready, high-performance ECS framework written in) and skypjack/entt (EnTT is a C++ header-only ECS library built specifically). bevyengine/bevy and isadorasophia/murder round out the shortlist. Each is ranked by relevance to your query, popularity and recent activity.
Hochperformante Frameworks zur Verwaltung von Game-Objektdaten und Logik mittels Entity-Component-System-Architekturen.
Entitas is a data-oriented Entity Component System framework for Unity. It is designed to separate game state into components and logic into systems, utilizing a data-oriented design to optimize CPU cache usage, memory usage, and processing speed. The framework includes a C# source code generator that automatically produces boilerplate classes, entity accessors, and context singletons to reduce manual coding. It also provides a Unity editor debugging tool for real-time runtime state visualization, system performance monitoring, and visual entity inspection. The system manages entity lifecycl
Entitas is a data-oriented Entity Component System framework for Unity that provides entity management, component storage, system execution, and efficient querying with cache-friendly layouts, directly fitting the search for a game-oriented ECS library.
Flecs is a high-performance entity component system framework and data-oriented programming library. It serves as a simulation engine core and game engine architecture tool, decoupling state from behavior by separating entities, components, and systems. The framework features a runtime reflection layer for dynamic data inspection and a built-in scripting system for defining entity behavior without recompilation. It also includes a network interface and REST API for remote simulation administration and state querying. The library covers a broad surface of simulation capabilities, including ar
Flecs is a production-ready, high-performance ECS framework written in C with C++ bindings that provides entity management, component storage, system execution, and advanced query filtering — covering all the features you listed, including data-oriented cache-friendly layouts and concurrency support, making it exactly the ECS library this search is after.
EnTT is a C++ library designed for data-oriented design and entity component system architecture. It provides a framework for managing game objects and simulation states by separating entity data from logic, allowing for the efficient organization and manipulation of large collections of related data objects. The library utilizes sparse sets to store entities and components in contiguous memory, which facilitates cache-friendly iteration and constant-time lookups. It employs template metaprogramming for compile-time type reflection and type-erasure techniques to provide a unified interface fo
EnTT is a C++ header-only ECS library built specifically for game development, providing entity management, component storage, system execution with query/filtering, cache-friendly contiguous memory layouts via sparse sets, and support for parallel processing—exactly what this search needs.
Bevy is a cross-platform game engine and framework built in Rust, designed for creating interactive simulations and graphical applications. It utilizes a data-oriented entity-component-system architecture to manage game state, organizing data into contiguous memory blocks to facilitate high-performance processing and massive parallelization of entities. The engine distinguishes itself through a modular plugin architecture and a system-based task scheduler that automatically parallelizes logic by analyzing data access patterns. By employing reactive change detection and deferred command buffer
Bevy is a full game engine built around a high-performance data-oriented Entity Component System, so it provides the entity management, component storage, system execution, querying, cache-friendly layout, and parallel processing you need for game logic — just note that it comes as part of an engine rather than a standalone ECS library.
Murder is an entity component system game engine designed for 2D game development. It provides a core framework for managing game objects through an ECS architecture and includes a dedicated 2D game editor for asset management and real-time property configuration. The engine features a specialized 2D rendering pipeline supporting pixel art, sprite slicing, and parallax effects. It includes a hierarchical A* pathfinding system for agent navigation and a comprehensive asset management system for serializing and loading game resources. The project covers a broad range of capabilities, including
Murder is a game engine built on the Entity Component System architecture, providing entity management, component storage, and efficient iteration for 2D games—directly fitting the need for an ECS library for game logic.
ECS for Lua
tiny-ecs is a minimal ECS library for Lua that provides entity, component, and system management, making it a suitable fit for structuring game logic despite lacking explicit cache-friendly or parallel processing support.
Evolved ECS (Entity-Component-System) for Lua
This repository is an Entity-Component-System library for Lua, directly matching the requested ECS pattern for game logic, though available evidence does not confirm advanced features like parallel processing or cache-friendly layout.
LÖVE (love2d) entity framework
This is an entity framework for Love2D that manages entities and likely supports basic ECS patterns, making it a valid choice for structuring game logic, though its minimal description suggests it may lack more advanced features like cache-friendly layouts or parallel processing.
A feature-complete ECS library
Concord is explicitly an ECS library, which directly fits the request for structuring game logic, though its specific support for cache-friendly layout and parallel processing isn't confirmed in the sparse description.
ECS Lua is a fast and easy to use ECS (Entity Component System) engine for game development.
ecs-lua is a dedicated ECS engine for Lua game development, providing entity management, component storage, and system execution — it matches the core ECS library need, though it may not emphasize cache-friendly layout or parallel processing.
| Repository | Stars | Sprache | Lizenz | Letzter Push |
|---|---|---|---|---|
| sschmid/entitas | 7.7K | C# | MIT | |
| sandermertens/flecs | 8K | C | other | |
| skypjack/entt | 12.3K | C++ | mit | |
| bevyengine/bevy | 46.6K | Rust | Apache-2.0 | |
| isadorasophia/murder | 3.2K | C# | mit | |
| bakpakin/tiny-ecs | 782 | Lua | MIT | |
| blackmatov/evolved.lua | 214 | Lua | MIT | |
| josephshering/adorbs | 35 | Lua | — | |
| keyslam-group/concord | 316 | Lua | MIT | |
| nidorx/ecs-lua | 230 | Lua | MIT |