Tecs
apecs
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Tecs
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The joys of writing my own standard library
The engine's ECS is already open source, and that involves a ton of fancy compile-time thread safety checks too. You can check that out here: https://github.com/xthexder/Tecs
apecs
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<coroutine> vs <ranges>: An ECS Example
A few months ago I posted my entity component system where the bulk of the implementation was implemented via coroutines. It was a fairly clean implementation, however in hindsight it was the wrong tool for the job.
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apecs: A petite entity component system
Library: https://github.com/MagicLemma/apecs
What are some alternatives?
ecs_benchmark - Benchmarks of common ECS (Entity-Component-System)-Frameworks in C++ (or C)
flecs - A fast entity component system (ECS) for C & C++
SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions
imgui_entt_entity_editor - A drop-in entity editor for EnTT with Dear ImGui
Croissant - A C++ library to make comparaisons more user friendly.
rust - Empowering everyone to build reliable and efficient software.
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
EA Standard Template Library - EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
centurion - A modern C++ wrapper library for SDL2 in order to improve type-safety, memory safety and overall ease-of-use.
supernova - Game engine for 2D and 3D projects with entity component system (ECS) and data-oriented design