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53 个仓库

Awesome GitHub RepositoriesECS Frameworks

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.

Awesome ECS Frameworks GitHub Repositories

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  • skypjack/enttskypjack 的头像

    skypjack/entt

    12,294在 GitHub 上查看↗

    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.

    C++architectural-patternscppcpp17
    在 GitHub 上查看↗12,294
  • sandermertens/flecsSanderMertens 的头像

    SanderMertens/flecs

    8,045在 GitHub 上查看↗

    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.

    Cc99cpp11cpp14
    在 GitHub 上查看↗8,045
  • sschmid/entitassschmid 的头像

    sschmid/Entitas

    7,658在 GitHub 上查看↗

    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.

    C#c-sharpcode-generationcsharp
    在 GitHub 上查看↗7,658
  • sandermertens/ecs-faqSanderMertens 的头像

    SanderMertens/ecs-faq

    2,696在 GitHub 上查看↗

    Frequently asked questions about Entity Component Systems

    ECS knowledge base.

    在 GitHub 上查看↗2,696
  • alecthomas/entityxalecthomas 的头像

    alecthomas/entityx

    2,340在 GitHub 上查看↗

    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.

    C++
    在 GitHub 上查看↗2,340
  • genaray/archgenaray 的头像

    genaray/Arch

    1,740在 GitHub 上查看↗

    A high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming.

    High-performance archetype-based ECS.

    C#
    在 GitHub 上查看↗1,740
  • sebas77/svelto.ecssebas77 的头像

    sebas77/Svelto.ECS

    1,364在 GitHub 上查看↗

    Svelto ECS C# Entity Component System

    Lightweight data-oriented ECS.

    C#csharpdata-orientedecs
    在 GitHub 上查看↗1,364
  • bakpakin/tiny-ecsbakpakin 的头像

    bakpakin/tiny-ecs

    782在 GitHub 上查看↗

    ECS for Lua

    ECS for Lua.

    Lua
    在 GitHub 上查看↗782
  • friflo/friflo.engine.ecsfriflo 的头像

    friflo/Friflo.Engine.ECS

    667在 GitHub 上查看↗

    High-performance C# ECS

    High-performance C# ECS.

    C#csharpdata-orienteddata-oriented-design
    在 GitHub 上查看↗667
  • phisko/kenginephisko 的头像

    phisko/kengine

    617在 GitHub 上查看↗

    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.

    C++
    在 GitHub 上查看↗617
  • leopotam/ecsLeopotam 的头像

    Leopotam/ecs

    219在 GitHub 上查看↗

    Производительность, нулевые или минимальные аллокации, минимизация использования памяти, отсутствие зависимостей от любого игрового движка - это основные цели данного фреймворка.

    Fast C# ECS framework.

    C#
    在 GitHub 上查看↗219
  • chromealex/ecsC

    chromealex/ecs

    0在 GitHub 上查看↗

    ECS with rollback support.

    在 GitHub 上查看↗0
  • actionk/ecsentitybuilderA

    actionk/ECSEntityBuilder

    0在 GitHub 上查看↗

    Unity ECS entity wrapper.

    在 GitHub 上查看↗0
  • doraku/ecs.csharp.benchmarkD

    Doraku/Ecs.CSharp.Benchmark

    0在 GitHub 上查看↗

    C# ECS performance benchmarks.

    在 GitHub 上查看↗0
  • chromealex/me.ecsburstC

    chromealex/ME.ECSBurst

    0在 GitHub 上查看↗

    Burst-optimized ECS.

    在 GitHub 上查看↗0
  • mjebrahimi/performance-wars-benchmarking-csharpM

    mjebrahimi/Performance-Wars-Benchmarking-CSharp

    0在 GitHub 上查看↗

    C# performance benchmarking.

    在 GitHub 上查看↗0
  • aleverdes/leoecslite-zooA

    aleverdes/leoecslite-zoo

    0在 GitHub 上查看↗

    Examples for LeoECS Lite.

    在 GitHub 上查看↗0
  • chromealex/me.becsC

    chromealex/ME.BECS

    0在 GitHub 上查看↗

    Bursted ECS for Unity.

    在 GitHub 上查看↗0
  • dcfapixels/dragonecsD

    DCFApixels/DragonECS

    0在 GitHub 上查看↗

    C# ECS framework.

    在 GitHub 上查看↗0
  • 3mcd/javelin3

    3mcd/javelin

    0在 GitHub 上查看↗

    ECS for TypeScript.

    在 GitHub 上查看↗0
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