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 input lag and bandwidth. The simulation is distinguished by its deep environmental systems, including atmospheric gas dynamics and electrical grid solving.
The capability surface covers procedural world generation, complex character physiology, and detailed biological and chemical simulations. It includes extensive administrative tooling through an in-game console, as well as comprehensive server hosting and lifecycle management utilities. The interface is managed via a bound UI system supporting XAML definitions and custom stylesheets.
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
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
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
tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It provides a polymorphic content API that allows for the creation of new items, NPCs, projectiles, and world assets through object-oriented inheritance. The project is distinguished by its advanced code modification capabilities, utilizing intermediate language bytecode patching and reflection-based private access to alter internal game behavior. It features a hot-reloading assembly runtime that enables developers to recompile and apply source code changes in real-time without res
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 main features of space-wizards/space-station-14 are: Entity Component Systems, Game Development Engines, Multiplayer Networking, Delta Synchronization, Entity Component Assignment, Entity Exclusion Filters, Custom Command Definitions, Visual Asset Synchronization.
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