hero VS Svelto.ECS

Compare hero vs Svelto.ECS and see what are their differences.

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hero Svelto.ECS
1 2
9 1,143
- -
10.0 5.8
over 1 year ago 17 days ago
Haskell C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

hero

Posts with mentions or reviews of hero. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-30.
  • Hero - A faster ECS library for Haskell
    2 projects | /r/haskell | 30 Aug 2022
    I wanted to use an ECS system in Haskell and I have found apecs and ecstasy. However, both seem to use IntMap for storing component data, so I figured that performance could not be all that great. That's why I created a new library, hero, which uses sparse sets for storing component data. Basic benchmarks seem to suggest that hero is roughly 40 times faster than apecs at iterating over components. The interface for hero is inspired by apecs, but there are some significant differences. The library is still rough around the edges, but you can already find it on https://github.com/Simre1/hero. I have also started work on an sdl2 binding which is in the same repository.

Svelto.ECS

Posts with mentions or reviews of Svelto.ECS. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-10-28.
  • ECS: Why List Components?
    5 projects | /r/csharp | 28 Oct 2022
    For existing libraries (which you can either choose to use, or choose to reference to look at how they implement ideas), maybe you can take a look at the following. I don't have experience with them, so I don't know how well they are implemented nor whether they strictly adhere to data-oriented design practices to get maximum performance, but it's not always strictly necessary to get the best performance out of everything unless you are writing a 3d AAA game with hundreds of thousands or even millions of entities: * Svelto.ECS - A C# ECS * FLECS - Written in C, but it also has a C# binding and it's a pretty well-regarded ECS implementation * ENTT - "Modern C++" ECS implementation * Bevy - a full game engine with a robust ECS implementation, written in Rust and quite modern.
  • I'm launching a podcast! Here is the first episode with Sebastiano MandalĂ 
    1 project | dev.to | 22 Apr 2021
    He is also the author of the C# ECS framework: Svelto.ECS

What are some alternatives?

When comparing hero and Svelto.ECS you can also consider the following projects:

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

Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity