7 repositorios
Defining the base properties and identities of entities within a simulation or game world.
Distinct from Entity Definition: Existing candidates focus on class inheritance or database associations rather than ECS entity instantiation.
Explore 7 awesome GitHub repositories matching game development · Entity Definitions. Refine with filters or upvote what's useful.
Warriorjs es un framework de juegos de programación y rompecabezas de lógica basado en código donde los jugadores escriben código para controlar personajes y resolver desafíos de combate estratégicos. Sirve como un juego de codificación educativo diseñado para enseñar lógica de programación y pensamiento algorítmico a través de una serie de escenarios de combate. El proyecto funciona como un motor de juego extensible que permite la adición de nuevos universos, niveles, habilidades y unidades a través de extensiones de paquetes independientes. También proporciona herramientas para el diseño de niveles personalizados, permitiendo la creación de desafíos para que otros jugadores los resuelvan. El sistema gestiona definiciones de entidades de juego, posicionamiento espacial y simulación de estado por turnos. Ejecuta niveles de juego a través de una interfaz basada en terminal, calculando puntuaciones numéricas y calificaciones basadas en el rendimiento de la lógica proporcionada.
Establishes standard definitions for units, abilities, and effects to ensure consistency across game levels.
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
Provides mechanisms for creating entities with identifiers and optional names to serve as basic simulation building blocks.
Endless Sky is an open-source space trading simulation, 2D space combat simulator, and narrative exploration game. It functions as a plugin-based game engine that allows users to explore a vast universe, engage in tactical ship battles, and progress through a central plot within a sandbox environment. The project is distinguished by its highly moddable architecture, utilizing a directory-based plugin system and data-driven entity definitions to allow for content extensions and behavior overrides without recompiling source code. It further supports visual customization through programmable ver
Implements data-driven definitions for game objects and entities to allow modifications without recompilation.
shapez.io is an open-source automation base building game and infinite sandbox factory simulation. Players extract and process geometric shapes through conveyor belts and industrial automation to meet delivery goals within an endless map. The project incorporates a logic circuit simulation environment, allowing for the creation of automated control systems using wiring and logic gates to optimize factory operations. It utilizes an entity-component game architecture to manage thousands of active elements across its simulation. Gameplay covers industrial automation and resource logistics, spec
Uses external configuration files to define base properties and identities for game entities.
Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an Entity-Component-System (ECS) game engine that separates logic into systems and data into components to manage complex entity interactions. The project functions as a grid-based physics simulator with a YAML data-driven prototype system for defining game objects. The project features a specialized 2D sprite rendering engine that maps server-side appearance data to client-side shaders. It implements a networking model with client-side prediction and dirty-flagged state synchronization to reduce inp
Implements data-driven definitions of game objects and their components using a structured YAML format.
Serious Engine es un framework de código abierto diseñado para el desarrollo y ejecución de títulos de disparos en primera persona. Proporciona un entorno integrado para renderizar espacios de combate tridimensionales complejos y gestionar la lógica central del juego necesaria para secuencias de acción de alta velocidad. El motor utiliza una arquitectura de entidad-componente-sistema para gestionar los objetos del juego, respaldada por una lógica basada en scripts que permite modificaciones en el juego sin requerir la recompilación del motor. Se distingue por un pipeline de renderizado especializado que separa los cálculos de geometría de la iluminación y el sombreado, junto con herramientas dedicadas para alojar sesiones multijugador y gestionar la administración remota de servidores. La plataforma incluye un conjunto integral de utilidades para todo el ciclo de vida del desarrollo de juegos, desde la creación y empaquetado de activos hasta el monitoreo de diagnóstico. Los desarrolladores pueden usar herramientas integradas para editar modelos y niveles, mientras que el sistema proporciona informes de fallos automatizados y volcados de estado para ayudar en la depuración y el mantenimiento del software.
Transforms custom entity definition files into executable logic for active gameplay sessions.
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
Defines the base properties and state of game abstractions using read-only structures as components.