DefaultEcs
Arch.Extended
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DefaultEcs | Arch.Extended | |
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1 | 6 | |
631 | 131 | |
- | - | |
0.0 | 8.7 | |
about 2 months ago | 3 days ago | |
C# | C# | |
MIT No Attribution | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
DefaultEcs
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Guides and tips for making a game engine in C#
For examples I usually turn to GitHub. It has numerous C# game engines. However, I find it easier to figure out implementations myself and use other engines only for API inspiration. There are also several C# ECS such as Entitas and DefaultECS that you can use if you do not want to create you own.
Arch.Extended
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Arch - Entity component system - Received Improvements, EventBus instance support, and its own discord! :)
The most significant new feature is instance support for the Arch.Extended source generated `EventBus`, which allows high-performance event dispatching to static and instance receivers with ordering, inlining, and without boxing or lookups. It's incredibly fast and can also be used outside of Arch.
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c# - "Arch" entity component system - Received new Features, Unsafe Collections, EventBus sourcegen and much more! Check it out! :)
It recently received a few more Tools and Features to aid development and improve the ECS workflow. E.g. unsafe collections, a ResourceHandler and a static source generated eventbus in Arch.Extended ! :)
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c# - "Arch" high-performance entity component system - Received new features, check them out! :)
Its already matured and already has tons of cool features (even has its own source generator Arch.Extended)! Recently it received a few other cool features like `Bulk Query Operations`, which can be used to bulk destroy or modify entities with an insane performance :)
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"Arch" entity component system - New API and code generation update. Check it out ! :)
The source generator of Arch.Extended also had an update and can now generate queries everywhere, is compatible with Unity and Godot and you can mark parameters to pass them through.
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"Arch" ECS - Update features reduced boilerplate code, systems API and code generation ! Check it out ! :)
Arch even has https://github.com/genaray/Arch.Extended, a source code generator to create systems.... as a contrast to DefaultECS.Analyzer :)
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C# "Arch" ECS - Update features reduced boilerplate code, systems API and code generation ! Check it out ! :)
Through Arch.Extended systems can now also be used and even generated through source generation ! :) ( Theres also a sample for monogame ).
What are some alternatives?
Svelto.ECS - Svelto ECS C# Entity Component System
meltysynth - A SoundFont MIDI synthesizer for .NET
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
Arch - A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading.
bitECS - Functional, minimal, data-oriented, ultra-high performance ECS library written in JavaScript
Estragonia - Estragonia: Avalonia in Godot
OpenKh - Kingdom Hearts libraries, tools, game engine and documentation
GoDotNet - State machines, notifiers, and other utilities for C# Godot development.
Spessman - Short-term project about spessmans and experimenting with Unity
anything_about_game - A wonderful list of Game Development resources.
Wrecker - Voxel Engine and Game
rider-monogame - MonoGame plugin for JetBrains Rider