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.
entitas c-sharp entitas-csharp unity ecs entity-component entity-framework entity entity-component-system tdd test-driven-development performance design-pattern paradigmshift paradigm design-patterns game gamedev game-development game-engineFork of Artemis Entity System Framework.
artemis-odb entity-component-system framework gamedev-framework gamedev-library gamedevWicked Engine is an open-source game engine written in C++. The main focus is to be easy to set up and use, light weight, high performance, and graphically advanced. The full source code is provided with the MIT license, which means, anyone is free to use it for anything without additional considerations. The code shall not contain any parts with other licensing. The code is hosted on GitHub: https://github.com/turanszkij/WickedEngine For any questions, please open an issue there. From version 0.21.0 onwards, the engine was changed to use Entity-Component System and the old Object-Oriented system was dropped. It is not backwards-compatible, so assets/scripts made with the old system are unfortunately not usable. You can find a snapshot of the old Object-Oriented codebase (0.20.6) here, but it will not be updated anymore.
directx11 directx12 vulkan bullet-physics entity-component-systemA work-in-progress web game engine for repl driven game development written in ClojureScript using Pixi.js as a rendering engine. Here's the working example game that includes tilesets, collision detection, animation, sprites, and user input.
game-engine clojurescript entity-component-systemConsider 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.
header-only modern-cpp cpp cpp14 entity-component entity-component-system game-development game-programming architectural-patterns game-engine gamedev gamedev-framework cpp17 minecraft indiegame indiedev indie-developer game-devGet more details at codescene.io. It is written in a cross-platform manner using .
game engine editor wysiwyg pbr entity-component-systemGodex is a Godot Engine ecs library. Disclaimer: this module is still in development, open an issues to report any problem or a new discussion if you need any help. Any form of contribution is welcome.
gamedev game-engine game-development ecs entity-component-systemD-Zone is a graphical simulation meant to abstractly represent the activity in your Discord server. This is not meant for any actual monitoring or diagnostics, only an experiment in the abstraction of chatroom data represented via autonomous characters in a scene.
simulation autonomous-characters discord-server discord discord-bot isometric pixel-art canvas canvas-game node ecs entity-component-system dzone bot websockets cubes sceneSample OOP/ECS/DOD project (C++) for an internal Unity lecture in 2018, aimed at junior/future engineers. This is a super-simple C++ "game" (just a bunch of sprites moving around with very small amount of logic really) I made to show how one might go from a very traditional OOP style GameObject/Component based code to an ECS (Entity Component System) / DOD (Data Oriented Design) based code. In the process making it run 10x faster, initialize 5x faster, and saving 100MB of memory in the process.
cplusplus data-oriented-design entity-component-systemAn implementation of the Entity Component System (ECS) pattern used commonly in video games. ECS is a way of organizing a system using composition instead of inheritance. It allows you to turn behaviors on and off by adding and removing components to entities.
game video-game ecs entity-component-systemSvelto ECS - Lightweight Entity Component System for Unity
unity svelto unity3d ecs entity-component-system svelto-ecsI used the Survival Shooter Unity Demo to show how an ECS framework could work inside Unity. I am not sure about the license of this demo, so use it only for learning purposes. Most of the source code has been rewritten to work with Svelto.ECS framework. The Survival Demo is tested with unity 5.6 and 2017.3, so I cannot guarantee that it always works, but it should work with all the versions from 5.3 and above.
svelto-ecs ecs-framework parallelism unity unity3d entity-component-systemEnts is a library for aiding in creating games where you create your game objects through composition. No more creating classes, no more messy update logic, no more rendering coupled to a specific graphics library. You add components to your Entities (i.e. position, velocity, size, angle, image), controllers (i.e. user input, physics, networking, AI), and a view. Ents is designed to promote modular development, you are no longer creating a sprite which has physics, you are defining Entities that can have position and velocity, and you create a Physics controller that takes velocity and adds it to position. There are many features in Ents you can ignore, it's not going to strap you down to how it wants to be used.
entity entity-component-system game model-view-controller cppA minimal entity-component-system. Include Mix folder in your project.
entity-component entity entity-component-system c-plus-plus cpp ecs minimal single-header single-header-libWelcome to the SpatialOS and Unity GDK community. Our SpatialOS community shapes the functionality of the Unity GDK, so make sure you are part of the conversation. Come and find us on Discord or talk to us on the feedback section in our forums (use the unity-gdk tag - this link takes you there and pre-fills the category and tag).
gdk spatialos massive mmo online improbable game game-development unity unity3d unity3d-games unity-editor games server multiplayer ecs entity-component-systemecs © 2016+, Yos Riady. Released under the MIT License. Authored and maintained by Yos Riady with help from contributors (list).
elixir ecs entity-component entity-component-systemTiny-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.
love2d entity-component entity-component-systemapecs is an Entity Component System (ECS) framework inspired by specs and Entitas. ECS presents a data-driven approach to game development, that elegantly tackles many of the unique issues of game programming. The apecs front-end DSL exposes a small number of combinators that allow game logic to be expressive and extremely fast. ecs-bench shows that apecs is competitive with the fastest Rust ECS frameworks.
haskell entity-component-system game-developmentA 1kb entity component system, designed for js13k. This project uses node and npm. Go check them out if you don't have them locally installed.
ecs entity-component-system gamedev js13kA developing game server framework。
ecs gameserver distributed actor-model gameframework entity-component-system concurrency extensible lightweight websocket-server tcp-server udp-server websockets rpc
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