ecs-faq VS EntityComponentSystemS

Compare ecs-faq vs EntityComponentSystemS and see what are their differences.

ecs-faq

Frequently asked questions about Entity Component Systems (by SanderMertens)
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ecs-faq EntityComponentSystemS
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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ecs-faq

Posts with mentions or reviews of ecs-faq. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-19.
  • Show HN: Interactive ECS Systems/Component Explorer for Cities: Skylines 2
    2 projects | news.ycombinator.com | 19 Dec 2023
    The Wikipedia article provides a broad overview, while this FAQ offers a more systematic exploration: https://github.com/SanderMertens/ecs-faq
  • Sparsey 0.11.0 Release - Better Performance
    3 projects | /r/rust | 18 Jul 2023
    Sparsey is an Entity Component System focused on flexibility, conciseness and providing features exclusive to its sparse set-based implementation.
  • Beginner looking for code review : my ECS lib !
    2 projects | /r/rust | 10 May 2023
    For further reading, here is a great article about these different approaches within Rust specifically: https://csherratt.github.io/blog/posts/specs-and-legion/ and here is a great general resource for commonly-used terms and techniques in ECS development: https://github.com/SanderMertens/ecs-faq
  • Ways to create game engines
    2 projects | /r/gameenginedevs | 9 May 2023
    Godot has a node based system (nodes can have child nodes linked to them, and there are different types of nodes for the type of functionality they represent). Another alternative could be a more OOP approach (utilising inheritance as the main means of extending functionality), not aware of any modern engines that take this approach anymore. It’s also worth noting that ECS implementations can differ wildly, this faq from the flecs creator has a good rundown on what some of different variants are.
  • Is ECS really the way to go in C++?
    2 projects | /r/gamedev | 30 Apr 2023
    You might wanna take a look at https://github.com/SanderMertens/ecs-faq, it lays this all out better than I can.
  • Flecs 3.2, a high performance game development framework for C and C++ is out!
    3 projects | /r/programming | 27 Mar 2023
    To find more about ECS, see the FAQ: https://github.com/SanderMertens/ecs-faq/blob/master/README.md
  • Functional relational programming model in Clojure(Script)
    3 projects | news.ycombinator.com | 26 Feb 2023
    Using the relational model for app data in memory is really interesting.

    Martin Fowler wrote about doing that as a way to get around the "object-relational mismatch" issue[1]. Richard Fabian describes "data-oriented design" as having a lot of overlap with the relational model[2]. ECSes becoming very popular in game engines are basically in-memory relational databases where "components" are "tables"[3].

    [1]: https://martinfowler.com/bliki/OrmHate.html

    [2]: https://dataorienteddesign.com/dodbook/

    [3]: https://github.com/SanderMertens/ecs-faq#what-is-ecs

  • does an ECS system need unique identifier ( uuid ) ?
    3 projects | /r/roguelikedev | 3 Feb 2023
    This is the ECS FAQ I'm currently using.
  • What are some things you have used ECS for?
    1 project | /r/Unity3D | 29 Dec 2022
    While Unity's DOTS/ECS is positioned as solving performance issues for large numbers of objects, there are a number of other advantages. See https://github.com/SanderMertens/ecs-faq for a more in-depth look. IMHO the reusability and extensibility ECS encourages is as valuable as any performance increase. Compared to the GameObject style, which encourages random state mutations and side-effects, ECS enforces a more functional style, which results in code that is easier to reason about and test.
  • Dominion VS Artemis, the missing benchmarks (link in the comments)
    3 projects | /r/java | 27 Nov 2022
    thanks, i think a little more background on the ECS world will help you get the context, this is from the author of Flecs: https://github.com/SanderMertens/ecs-faq

EntityComponentSystemS

Posts with mentions or reviews of EntityComponentSystemS. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-21.
  • EnTT: Gaming meets modern C++ 3.9
    4 projects | news.ycombinator.com | 21 Dec 2021
    So you get cache locality as you're running through your transforms.

    Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.

    If you want to experiment with it Unity has some great examples under their new DOTS system

    https://github.com/Unity-Technologies/EntityComponentSystemS...

    APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.

    To me data oriented subsystems are fine, but not as a core concept for your game's architecture.

What are some alternatives?

When comparing ecs-faq and EntityComponentSystemS you can also consider the following projects:

Node RED - Low-code programming for event-driven applications

EntityComponentSystemSamples

dominion-ecs-java - Insanely fast ECS (Entity Component System) for Java

entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

Superstar-Game-Suite - A top-down 2D game creation suite for platforming, world building, and story telling.

ygopro - A script engine for "yu-gi-oh!" and sample gui

entityx - EntityX - A fast, type-safe C++ Entity-Component system

flecs - A fast entity component system (ECS) for C & C++

Unreal-Minimum-Viable-Flecs - Minimum viable Flecs entity component system implementation in Unreal Engine.

crates.io - The Rust package registry