Displaying 1 to 10 from 10 results

Entitas-CSharp - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity

  •    CSharp

Entitas is a super fast Entity Component System Framework (ECS) specifically made for C# and Unity. Internal caching and blazing fast component access makes it second to none. Several design decisions have been made to work optimal in a garbage collected environment and to go easy on the garbage collector. Entitas comes with an optional code generator which radically reduces the amount of code you have to write and makes your code read like well written prose. The optional code generator lets you write code that is super fast, safe and literally screams its intent.

entt - Gaming meets modern C++ - a fast and reliable entity-component system (ECS) and much more

  •    C++

Consider it a work in progress. The whole API is also fully documented in-code for those who are brave enough to read it. Currently, EnTT is tested on Linux, Microsoft Windows and OS X. It has proven to work also on both Android and iOS. Most likely it will not be problematic on other systems as well, but has not been sufficiently tested so far.

ecst - [WIP] Experimental C++14 multithreaded compile-time entity-component-system library.

  •    C++

Experimental & work-in-progress C++14 multithreaded compile-time Entity-Component-System header-only library. Successful development of complex real-time applications and games requires a flexible and efficient entity management system. As a project becomes more intricate, it’s critical to find an elegant way to compose objects in order to prevent code repetition, improve modularity and open up powerful optimization possibilities.

bcs_thesis - My bachelor's thesis on the Entity-Component-System pattern and ECST

  •    TeX

Repository for my Bachelor of Computer Science experimental thesis. Written under Prof. Giacomo Fiumara's supervision for Università degli Studi di Messina. Analysis of entity encoding and Entity-Component-System architectural patterns.




brute - A simple and lightweight Entity Component System library for writing games with Clojure and ClojureScript

  •    Clojure

A simple and lightweight Entity Component System library for writing games with Clojure or ClojureScript. The aim of this project was to use basic Clojure building blocks to form an Entity System architecture, and get out of the author's way when deciding exactly what approach would best fit their game when integrating with this library.

ecs - :rabbit: Entity Component System

  •    Elixir

ecs © 2016+, Yos Riady. Released under the MIT License. Authored and maintained by Yos Riady with help from contributors (list).

tiny-ecs - ECS for Lua

  •    Lua

Tiny-ecs is an Entity Component System for Lua that's simple, flexible, and useful. Because of Lua's tabular nature, Entity Component Systems are a natural choice for simulating large and complex systems. For more explanation on Entity Component Systems, here is some basic info. Tiny-ecs also works well with objected oriented programming in Lua because Systems and Entities do not use metatables. This means you can subclass your Systems and Entities, and use existing Lua class frameworks with tiny-ecs, no problem. For an example on how to use tiny-ecs with object-oriented Lua, take a look at the demo branch, specifically the systems and entities sub-directories.


typed-ecstasy - An entity component system for TypeScript (and JavaScript), based on ashley

  •    TypeScript

A tiny entity framework written in TypeScript. It started as a port of the C++ Entity Component System ecstasy, which is a port of Ashley from LibGDX. typed-ecstasy is a high-performance entity framework without the use of black-magic and thus making the API easy and transparent to use. For a real project using this, check out my asteroids clone.

ecs-lib - Tiny and easy to use ECS (Entity Component System) library for game programming

  •    TypeScript

ecs-lib is a tiny and easy to use ECS (Entity Component System) library for game programming. It's written in Typescript but you can use on node.js an web browser too. Entity-Component-System (ECS) is a distributed and compositional architectural design pattern that is mostly used in game development. It enables flexible decoupling of domain-specific behaviour, which overcomes many of the drawbacks of traditional object-oriented inheritance.






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