ecs-faq VS Svelto.ECS

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

ecs-faq

Frequently asked questions about Entity Component Systems (by SanderMertens)
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ecs-faq Svelto.ECS
21 2
1,760 1,148
- -
6.0 5.8
3 months ago 21 days ago
C#
- MIT License
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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

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 Mandalà
    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 ecs-faq and Svelto.ECS you can also consider the following projects:

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

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

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

DefaultEcs - Entity Component System framework aiming for syntax and usage simplicity with maximum performance for game development.

EntityComponentSystemSamples

actors.unity - 🚀Actors is a framework empowering developers to make better games faster on Unity.

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.

ecs - Elastic Common Schema

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

ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity