53 dépôts
Entity Component System frameworks for data-oriented game development.
Explore 53 awesome GitHub repositories matching part of an awesome list · ECS Frameworks. Refine with filters or upvote what's useful.
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
High-performance C++ ECS.
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
Multithreaded C ECS.
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
Fast C# ECS framework.
Frequently asked questions about Entity Component Systems
ECS knowledge base.
NOTE: The current stable release 1.0.0 breaks backwards compataibility with < 1.0.0. See the change log for details.
Type-safe C++ ECS.
A high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming.
High-performance archetype-based ECS.
Svelto ECS C# Entity Component System
Lightweight data-oriented ECS.
High-performance C# ECS
High-performance C# ECS.
The Koala engine is a type-safe and self-documenting implementation of an Entity-Component-System (ECS), with a focus on runtime extensibility and compile-time type safety and clarity.
Type-safe C++ ECS.
Производительность, нулевые или минимальные аллокации, минимизация использования памяти, отсутствие зависимостей от любого игрового движка - это основные цели данного фреймворка.
Fast C# ECS framework.
C# performance benchmarking.