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Back to sandermertens/flecs

Projects sharing features with Flecs

30 open-source projects similar to sandermertens/flecs, ranked by shared indexed features. Tags may describe platforms or build tools rather than the same primary purpose. Check each project’s use case, license, and deployment requirements before treating it as a replacement.

  • isadorasophia/murderisadorasophia avatar

    isadorasophia/murder

    3,171View on GitHub↗

    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

    C#fnagame-enginegamedev
    View on GitHub↗3,171
  • space-wizards/space-station-14space-wizards avatar

    space-wizards/space-station-14

    3,523View on GitHub↗

    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

    C#c-sharpgamehacktoberfest
    View on GitHub↗3,523
  • sschmid/entitassschmid avatar

    sschmid/Entitas

    7,658View on GitHub↗

    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

    C#c-sharpcode-generationcsharp
    View on GitHub↗7,658

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  • skypjack/enttskypjack avatar

    skypjack/entt

    12,294View on GitHub↗

    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

    C++architectural-patternscppcpp17
    View on GitHub↗12,294
  • sschmid/entitas-csharpsschmid avatar

    sschmid/Entitas-CSharp

    7,655View on GitHub↗

    Entitas-CSharp is a data-oriented architectural framework for managing application state and logic in C# and Unity environments. It implements the Entity Component System pattern to separate raw data components from the logic systems that process them. The framework includes a code generator that automatically produces type-safe boilerplate classes and methods at build time. It also provides a visual state inspector for examining entities and components in real time within the Unity editor. The library covers data-oriented programming and game state debugging, utilizing a memory-efficient ap

    C#
    View on GitHub↗7,655
  • flame-engine/flameflame-engine avatar

    flame-engine/flame

    10,646View on GitHub↗

    Flame is a 2D game engine for Flutter and Dart. It provides a component-based game framework for managing entities and their lifecycles through a hierarchical architecture, alongside a dedicated system for game asset management and input handling. The engine distinguishes itself through a specialized integration layer for external physics engines to handle rigid body dynamics and collision detection. It also features a high-performance task model that uses isolates to offload heavy computations and prevent main thread blocking. The framework covers a broad range of capabilities including vis

    Dartdartflameflutter
    View on GitHub↗10,646
  • o3de/o3deo3de avatar

    o3de/o3de

    8,954View on GitHub↗

    This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati

    C++3d-graphics3d-graphics-engineanimation
    View on GitHub↗8,954
  • godotengine/godot-demo-projectsgodotengine avatar

    godotengine/godot-demo-projects

    8,250View on GitHub↗

    This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex

    GDScript
    View on GitHub↗8,250
  • prestodb/prestoprestodb avatar

    prestodb/presto

    16,711View on GitHub↗

    Presto is a distributed SQL query engine designed for high-performance analytical processing across heterogeneous data sources. It functions as a data federation platform and massively parallel processing engine, allowing users to execute interactive queries against diverse storage systems without requiring data migration. By mapping remote metadata and structures to a unified relational namespace, it enables seamless cross-platform analysis through a standard SQL interface. The engine distinguishes itself through a pluggable connector architecture and a shared-nothing distributed processing

    Javabig-datadatahadoop
    View on GitHub↗16,711
  • unity-technologies/unitycsreferenceUnity-Technologies avatar

    Unity-Technologies/UnityCsReference

    12,718View on GitHub↗

    This repository provides the source code for the Unity game engine, serving as a reference for the internal implementation of its core systems and managed scripting environment. It functions as a development resource for understanding how high-level C# logic interacts with the underlying engine architecture to build interactive 2D and 3D applications. By providing visibility into the engine's source files, this project enables developers to inspect execution flows and trace implementation details. This transparency supports the troubleshooting of complex behaviors and the analysis of how spec

    C#
    View on GitHub↗12,718
  • doctrine/ormdoctrine avatar

    doctrine/orm

    10,172View on GitHub↗

    Doctrine ORM is a PHP object-relational mapper that connects application objects to relational database tables. It uses the data mapper and identity map patterns to decouple the in-memory object model from the database schema, allowing developers to manage data persistence without writing manual SQL. The project features a dedicated object-oriented query language and programmatic builder for retrieving data based on entities rather than tables. It implements a unit-of-work system to track object changes during a request and synchronize them via atomic transactions. The capability surface inc

    PHPhacktoberfest
    View on GitHub↗10,172
  • mobxjs/mobx-state-treemobxjs avatar

    mobxjs/mobx-state-tree

    7,050View on GitHub↗

    MobX State Tree is a structured, tree-based state management library for JavaScript applications that combines typed model definitions with reactive snapshots and patch-based change tracking. It provides a reactive state container with runtime and compile-time type safety, where application state is defined as a tree of typed models with collocated actions, computed views, and lifecycle hooks for predictable state mutations. The library is built around an action-centric mutation model that encapsulates all state changes within named functions that directly modify the tree, supported by genera

    TypeScripthacktoberfestmobxmobx-state-tree
    View on GitHub↗7,050
  • unum-cloud/usearchunum-cloud avatar

    unum-cloud/USearch

    3,888View on GitHub↗

    USearch is a high-performance vector similarity search engine and approximate nearest neighbor index designed for dense embeddings. It functions as a low-level vector database core and high-dimensional vector indexer, providing the primitives necessary to store and retrieve vectors across massive datasets. The engine distinguishes itself through hardware-level SIMD acceleration for distance kernels and a proximity-graph indexing system that enables fast retrieval across billions of vectors. It supports multi-precision vector quantization to balance memory usage and accuracy, and utilizes memo

    C++approximate-nearest-neighbor-searchclusteringdatabase
    View on GitHub↗3,888
  • amethyst/amethystamethyst avatar

    amethyst/amethyst

    8,027View on GitHub↗

    Amethyst is a data-driven game engine written in Rust for building high-performance 2D and 3D games. It is built on an entity component system architecture that decouples game state from logic to enable parallel processing and reusable code. The framework features a glTF 3D renderer for importing scenes and geometry using physically based materials. It also serves as a multiplayer game framework, providing network transport abstractions and state synchronization for real-time online experiences. The engine covers a broad range of capabilities, including hybrid 2D/3D rendering, asynchronous a

    Rust
    View on GitHub↗8,027
  • unity-technologies/entitycomponentsystemsamplesUnity-Technologies avatar

    Unity-Technologies/EntityComponentSystemSamples

    8,127View on GitHub↗

    This repository is a collection of reference implementations and sample projects demonstrating data-oriented design using the Unity Entities package. It provides a suite of examples for implementing an entity component system that separates game data into components and logic into systems. The collection includes specialized demonstrations for rendering large volumes of entities via graphics pipelines, implementing high-performance collision and rigid body dynamics through data-oriented physics, and managing multiplayer state synchronization using the network framework for entities. It also p

    C#auto-vectorisationauto-vectorizationburst
    View on GitHub↗8,127
  • bevyengine/bevybevyengine avatar

    bevyengine/bevy

    46,634View on GitHub↗

    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

    Rustbevygame-developmentgame-engine
    View on GitHub↗46,634
  • anuken/mindustryAnuken avatar

    Anuken/Mindustry

    26,624View on GitHub↗

    Mindustry is a cross-platform game engine and factory automation simulation that combines resource management with tower defense strategy. Players construct complex supply chains and automated networks to process materials while building defensive structures to protect a core from waves of hostile mechanical forces. The project utilizes a deterministic lockstep networking model to ensure simulation consistency across desktop and mobile devices. It is built on an entity-component-system architecture and a tile-based grid simulation, allowing for the efficient management of thousands of active

    Javaandroiddesktopgame
    View on GitHub↗26,624
  • almasb/fxglAlmasB avatar

    AlmasB/FXGL

    4,819View on GitHub↗

    FXGL is a 2D game engine and development framework designed for Java and Kotlin. It provides a structured environment for building cross-platform desktop games, integrating a central game loop with an entity component system and a JavaFX-based scene graph for rendering. The toolkit distinguishes itself by providing a comprehensive suite of integrated libraries for game AI pathfinding, physics collision resolution, and multiplayer networking via TCP and UDP protocols. It includes specialized systems for adaptive user interface design using global stylesheets and a data-driven asset management

    Kotlin
    View on GitHub↗4,819
  • boomingtech/piccoloBoomingTech avatar

    BoomingTech/Piccolo

    6,638View on GitHub↗

    Piccolo is a mini game engine designed for building small-scale games with cross-platform support. It compiles and runs on Windows, macOS, and Linux from a unified codebase, and includes an editor integration for live editing and debugging. The engine uses a component-based entity system with data-oriented design, storing component data in contiguous arrays for cache-friendly iteration. It features a fixed timestep game loop that decouples simulation updates from rendering frame rate, and provides a physics debug overlay that renders visual shapes from simulation data synchronized with the ed

    C++cpluspluscppgame-development
    View on GitHub↗6,638
  • niklasei/bevy_game_templateNiklasEi avatar

    NiklasEi/bevy_game_template

    1,123View on GitHub↗

    This project provides a foundational template and boilerplate structure for developing games with the Bevy engine in Rust. It is designed to facilitate cross-platform development by offering a unified codebase that targets desktop, mobile, and web environments. The template distinguishes itself through pre-configured automation pipelines that handle the complexities of multi-platform build orchestration. It includes integrated workflows for continuous integration, allowing developers to validate code compatibility and stability across various operating systems and hardware architectures autom

    Rustbevybevy-enginegame-development
    View on GitHub↗1,123
  • munificent/game-programming-patternsmunificent avatar

    munificent/game-programming-patterns

    4,462View on GitHub↗

    This project is a game programming design patterns reference and software engineering guide. It provides a collection of architectural and structural patterns specifically applied to the development of video games, focusing on organizing game loops, entity component systems, and state management. The content is delivered as a digital book and markdown static site. It utilizes a static site generation workflow that transforms markdown source files and HTML templates into structured static pages for technical content publishing. The underlying system includes capabilities for static site compi

    HTMLarchitecturebookc-plus-plus
    View on GitHub↗4,462
  • facepunch/sbox-publicFacepunch avatar

    Facepunch/sbox-public

    6,285View on GitHub↗

    s&box is a game development platform built on Valve's Source 2 engine, integrating the .NET runtime as a first-class scripting and gameplay logic layer. It provides a full-featured visual editor that combines asset management, level design, and code editing into a single workflow, enabling developers to create and edit games within a modern editor environment. The platform distinguishes itself through a managed-native interop bridge that allows C# code to interact directly with native Source 2 systems for high-performance communication, alongside a hot-reload scripting system that supports li

    C#gamedevsboxsource2
    View on GitHub↗6,285
  • nem0/lumixenginenem0 avatar

    nem0/LumixEngine

    3,829View on GitHub↗

    LumixEngine is a high-performance C++ 3D game engine designed for building interactive 3D applications. It is built on a data-oriented component system that organizes objects in contiguous memory blocks to maximize CPU cache performance. The engine features a dynamic binary plugin architecture for loading external modules at runtime and an embedded scripting virtual machine that exposes internal logic for external control without recompilation. Computational workloads are managed via a task-based parallel execution model that distributes jobs across multiple processor cores. The framework in

    C++
    View on GitHub↗3,829
  • opendiablo2/opendiablo2OpenDiablo2 avatar

    OpenDiablo2/OpenDiablo2

    11,038View on GitHub↗

    OpenDiablo2 is an open-source re-implementation of an isometric action role-playing game engine. It functions as a cross-platform game client designed to execute core mechanics and logic across multiple operating systems using external game assets. The project focuses on recreating the functionality of a classic action RPG from the ground up through a community-driven effort. It provides a framework for running a game engine that simulates specific gameplay experiences and movement patterns. The engine includes capabilities for isometric projection rendering, deterministic game state simulat

    Go
    View on GitHub↗11,038
  • movingblocks/terasologyMovingBlocks avatar

    MovingBlocks/Terasology

    3,867View on GitHub↗

    Terasology is a Java-based voxel game engine designed for creating and simulating complex three-dimensional voxel environments. It functions as a modular sandbox platform that allows for the integration of custom gameplay mechanics and core extensions. The project features a procedural world generator that uses deterministic algorithms to construct terrain and environmental features. It employs an entity component system framework to decouple game logic from data and a deferred shading renderer to handle lighting and atmospheric effects within block-based worlds. The engine provides capabili

    Java
    View on GitHub↗3,867
  • confettifx/the-forgeConfettiFX avatar

    ConfettiFX/The-Forge

    5,575View on GitHub↗

    The Forge is a low-level toolkit for building high-performance graphics engines and applications across desktop, mobile, and console platforms. It provides a cross-platform engine framework and a dedicated shader compiler that translates a single source into target-specific languages for various graphics APIs and hardware. The project includes a GPU memory and resource manager that utilizes unified root signatures for resource binding, alongside a ray tracing rendering pipeline that implements hardware-accelerated ray and path tracing queries. State management is handled through a high-perfor

    C++
    View on GitHub↗5,575
  • inexorgame/vulkan-rendererinexorgame avatar

    inexorgame/vulkan-renderer

    1,166View on GitHub↗

    This project is a 3D game engine built with C++20 that utilizes the Vulkan API to provide high-performance hardware-accelerated graphics. It features a render-graph architecture designed to manage resource dependencies and optimize command submission across different operating systems and GPU vendors. The engine distinguishes itself through integrated tools for real-time collaborative development, allowing multiple users to coordinate, build, and arrange game assets within an active session. It also includes a centralized platform for sharing and discovering user-generated content, facilitati

    C++3d-engine3d-game-enginecplusplus
    View on GitHub↗1,166
  • babylonjs/babylon.jsBabylonJS avatar

    BabylonJS/Babylon.js

    25,652View on GitHub↗

    Babylon.js is a JavaScript game engine and real-time graphics renderer designed for creating interactive three-dimensional visuals and applications. It functions as a web-based 3D framework and WebGL engine that enables the deployment of high-performance 3D content across various web platforms and devices. The project provides tools for web-based 3D game development, real-time graphics rendering, and the creation of browser-based interactive visualizations. It also supports the development of WebXR virtual and augmented reality experiences using standard web technologies. The framework cover

    TypeScript
    View on GitHub↗25,652
  • amzeratul/halleyamzeratul avatar

    amzeratul/halley

    3,837View on GitHub↗

    Halley is a modular C++ game engine designed for building cross-platform interactive applications. Its core identity is defined by a hardware-abstraction graphics pipeline for consistent rendering across different operating systems and an entity-component-system architecture that separates game state from processing logic. The framework features a hot-reloading development environment that allows updating application logic and assets at runtime without requiring a full process restart. It also includes a multiplayer networking framework based on an asynchronous messaging system to manage real

    C++
    View on GitHub↗3,837
  • galacean/engineG

    galacean/engine

    5,791View on GitHub↗

    This is a web-based 3D game engine designed for creating high-performance interactive experiences on web and mobile platforms. It functions as a real-time graphics renderer and physics engine, utilizing a component-based scene graph to organize entities and their properties for three-dimensional rendering. The engine includes a visual scene editor that allows for the design of environments through a graphical interface, which then exports these assets as executable code. Its broader capabilities cover real-time graphics rendering for 2D and 3D elements, physical world simulation for object c

    TypeScript
    View on GitHub↗5,791