artemis-odb
ashley
artemis-odb | ashley | |
---|---|---|
5 | 4 | |
758 | 843 | |
- | 0.4% | |
0.0 | 1.8 | |
about 1 year ago | 11 months ago | |
Java | Java | |
BSD 2-clause "Simplified" License | Apache License 2.0 |
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artemis-odb
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What is com.artemis
Probably this https://github.com/junkdog/artemis-odb
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Dominion ECS, a high-performance implementation with Java 17 (and record classes) vs C / C++
To my knowledge Artemis-Odb ( https://github.com/junkdog/Artemis-odb ) is one of the faster Java ECS implementations. It might be fun and interesting to benchmark against it. Although Artemis-Odb has a different and larger scope and is probably not fully comparable.
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Dominion, an attempt to implement a fast ECS by design
I've tinkered with Artemis-odb in a libgdx project, but its honestly starting to feel bloated. I've also tried Ashley, but Artemis seems to be the gold standard for java ECS. It could use a good contender to shake things up.
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Unity patents "Methods and apparatuses to improve the performance of a video game engine using an Entity Component System (ECS)"
Modern fork of it for those who are curious: https://github.com/junkdog/artemis-odb
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Implementing ECS using Ashley.
In artemis there is the same concept, with ComponentMapper, maybe can help you: https://github.com/junkdog/artemis-odb/blob/develop/artemis-core/artemis/src/main/java/com/artemis/ComponentMapper.java
ashley
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LibGDX Demo Game Application With ML Kit Hand Gesture Detection and Ashley System Library…
Ashley Entity System is an Entity System library that’s managed under the LibGDX organization and is well-suited for game development. It depends on LibGDX utility classes. Entity systems provide a different way to manage data and functionality towards large sets of objects without having to make the object classes rich with inheritance. Utilizing Ashley might be a helpful approach for those looking for an object modeling approach like Unity provides, but with the scope of a framework instead of the game engine.
- Ashley drag an drop
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Implementing ECS using Ashley.
> I have tasked my self with reimplementing a really basic version of my game using Ashley ECS. It is actually going seemingly well so far, but I have some general ECS questions as well as some Ashley specific ones I was hoping to get some RogueLikeDev perspective on before I get too deep into it.
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What abstractions or strategies does your codebase use to separate the interface from the game logic?
Here's the ECS library that I've been using.
What are some alternatives?
dominion-ecs-java-benchmark - Benchmark for dominion-ecs-java library
VTerminalPaletteEditor - A standalone GUI application for creating and editing VTerminal palettes.
dominion-ecs-java - Insanely fast ECS (Entity Component System) for Java
HUAWEI-HMS-MLKit-Sample - HUAWEI HMS meachine learning services demo apk download.
retinazer - An entity-component-system implementation for Java
bevy - A refreshingly simple data-driven game engine built in Rust
ecs_benchmark - Flecs benchmarks
FXGL - Java / JavaFX / Kotlin Game Library (Engine)
ecs_benchmark - Benchmarks of common ECS (Entity-Component-System)-Frameworks in C++ (or C)
Mini2Dx - A high-level cross-platform 2D game development API
Godot - Godot Engine – Multi-platform 2D and 3D game engine