Arch
hecs
Arch | hecs | |
---|---|---|
9 | 12 | |
770 | 894 | |
- | - | |
8.6 | 7.2 | |
13 days ago | about 1 month ago | |
C# | Rust | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Arch
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Does it still make sense to roll your own ECS?
For C#, I've found Arch, which looks pretty much like what I need. I would use it with MonoGame.
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Arch - Entity component system - Received Improvements, EventBus instance support, and its own discord! :)
Arch is a high-performance c# entity component system for game dev and data-oriented programming. It offers incredible performance combined with a simple API. The best part is that it already has a big ecosystem with additional tools and even source generators to aid development!
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C# "Arch" ECS - Update features reduced boilerplate code, systems API and code generation ! Check it out ! :)
Also a minimal example with monogame was added, which demonstrates some techniques and workflows.
A few weeks ago I developed a C# high performance ECS designed for game development and data oriented programming : Arch.
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Developed a small C# Archetype ECS, check it out ! :)
I also already added multithreading, inlined queries and a few other usefull features to it ^^ genaray/Arch: A high performance c# Archetype Entity Component System ( ECS ) with optional multithreading. (github.com)
- GitHub - genaray/Arch: A high performance c# Archetype Entity Component System ( ECS ) with optional multithreading.
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C# Archetype ECS - "Arch" now offers support for entity structural changes ! :)
Arch Github Repo
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c# Archetype ECS - "Arch" received multithreading support !
Arch ECS
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C# archetype ECS - "Arch" - Check out the repo ! :)
Hey everyone, i developed a little c# archetype based ecs in my freetime : Arch
hecs
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Does it still make sense to roll your own ECS?
For Rust, I really like Bevy's, but it gets too much in the way. I'd probably use macroquad instead with something like hecs (I tried macroquad with Bevy ECS and didn't go well).
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Why ECS pattern is popular in Rust?
The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
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Learning How To Rewind Time - Save & Load
My current design has struct Core that is basically "everything you need to save in a savefile", it has a hecs ECS (which needs a bit of boilerplate the hecs docs show you how to write to serialize it), and a bunch of simpler gamestate stuff like the discovered map positions, the current player etc. Everything is tree-like and serializes into a text file. Entity handles from hecs serve as "pseudo-pointers" that can represent cycle-like structures without running into endless cycles.
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After working on our Godot + Rust game fulltime for one year it is now up on Steam
Out of the other Rust engines we've tried I think Macroquad was the most interesting option, and even though I've only made a few small projects in it worked extremely well and was what I'd expect from a game framework. While working in Bevy I felt like it was "writing fun Rust", but it wasn't really making a game. Macroquad on the other hand got immediately out of the way, and using it together with hecs was a painless experience where the whole time I felt like I was working on "the game" rather than "building systems that are invisible to the player".
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BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
The last crate worth mentioning is probably hecs for ECS, which we don't really use as heavily as some ECS fans would assume, but it made working around some problems between GDScript and Rust easier by storing things in ECS, passing around handles and querying ECS instead. Initially we did this with a global object and lots of state (which we still use for some things), but as the number of "things" grew it became easier to put it into ECS.
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
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What is the plain Vec architecture in the hecs documentation?
In the hecs documentation there is a section, Why Not ECS?. In it, the author states, "If your game will have few types of entities, consider a simpler architecture such as storing each type of entity in a separate plain Vec."
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Showcasing my game: The Process. Built with Rust and Godot!
Usually, what I do is creating large, robust components in Rust. In my game, most of the logic lives inside the Factory node, which inside holds a full ECS (currently using https://github.com/Ralith/hecs) as well as other associated resources. This node takes care of holding the state and simulating all the machines in the factory and their interactions.
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Tiles as entities for common states and effects? (ECS related)
Generally, spatially-indexable data gets special treatment in games. (See Why not ECS for example, from the hecs ECS library.)
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I'm trying to follow the RLTK tutorial and feel like it is too much at a time, please help me solve some questions
That impl basically says that Leftwalker is a System (or implements a System interface, to use a different parlance). Why exactly do Systems need lifetime is something better asked of the authors of the ECS library the tutorial uses. (personally I use hecs https://github.com/Ralith/hecs instead because I find it easier to use, no lifetime in sight :p)
What are some alternatives?
mergerfs - a featureful union filesystem
shipyard - Entity Component System focused on usability and flexibility.
Ecs.CSharp.Benchmark - Benchmarks of some C# ECS frameworks.
gdnative - Rust bindings for Godot 3
unity_ecs - Small games created with Unity's Entity Component System (ECS) and Data-oriented Tech Stack (DOTS)
ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity
WDK.NET - Windows Kernel Driver Development in C# with Windows Driver Kit (WDK)
ecs - Elastic Common Schema
Arch.Extended - Extensions for Arch with some useful features like Systems, Source Generator and Utils.
dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine
TimerTool-Unity-Utility - A versatile and easy-to-use timer utility for Unity, designed to streamline time-based operations and events in your projects.
sandspiel - Creative cellular automata browser game