Displaying 1 to 20 from 29 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.

WickedEngine - C++ game engine focusing on modern rendering techniques.

  •    C++

Wicked 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.

chocolatier - WIP ClojureScript game/engine using Pixi.js for rendering.

  •    Clojure

A 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.

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.

EtherealEngine - C++ Game Engine and Editor

  •    C++

Get more details at codescene.io. It is written in a cross-platform manner using .

godex - Godex is a Godot Engine ECS library.

  •    C++

Godex 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.

d-zone - An ambient life simulation driven by user activity within a Discord server

  •    Javascript

D-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.

dod-playground - Sample OOP/ECS/DOD project (C++) for an internal Unity lecture in 2018

  •    C++

Sample 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.


  •    Javascript

An 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.

Svelto.ECS.Examples.Survival - Example for Svelto ECS

  •    CSharp

I 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.

Ents - A hybrid of the Entity-Component-System and Model-View-Controller patterns with new concepts developed specifically for games

  •    Java

Ents 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.

UnityGDK - Unity GDK

  •    CSharp

Welcome 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).

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.

apecs - a fast, type driven, extensible ECS for game development

  •    Haskell

apecs 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.

js13k-ecs - A 1kb entity component system, designed for Js13kGames

  •    Javascript

A 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.

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