MixAndJam2020
Arch.Extended
MixAndJam2020 | Arch.Extended | |
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1 | 6 | |
5 | 139 | |
- | - | |
0.0 | 8.7 | |
over 3 years ago | 23 days ago | |
C# | C# | |
MIT License | Apache License 2.0 |
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MixAndJam2020
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How can I implement proper movement for enemies in my RTS tower defense game?
I made a tower defence/top down shooter (play for free https://boc-dev.itch.io/tine-2-zombies-tower-defence) for a game jam this year which did this. Source code for it is freely available (https://github.com/Qualia91/MixAndJam2020). The enemies use the moveandslide function in compliment to the velocity calculated via moving to the next point in the nav map (as you probably already have). If all enemies are physics bodies, they will follow the path, but collide with all other physics body's (walls, players, other enemies).
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?
PixelDot - Godot plugin for making 2D sandbox games like Terraria and Starbound.
DefaultEcs - Entity Component System framework aiming for syntax and usage simplicity with maximum performance for game development.
meltysynth - A SoundFont MIDI synthesizer for .NET
Arch - A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading.
Estragonia - Estragonia: Avalonia in Godot
GoDotNet - State machines, notifiers, and other utilities for C# Godot development.
anything_about_game - A wonderful list of Game Development resources.
rider-monogame - MonoGame plugin for JetBrains Rider
GoduxSharp - Redux-style State management for Godot C# in GUI Apps
UnityH4xx - Hacks, tricks and wizardry for Unity to enhance performance or make impossible things possible ...
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
MonoGame - One framework for creating powerful cross-platform games.