ecs-faq
sparsey
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ecs-faq
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Show HN: Interactive ECS Systems/Component Explorer for Cities: Skylines 2
The Wikipedia article provides a broad overview, while this FAQ offers a more systematic exploration: https://github.com/SanderMertens/ecs-faq
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Sparsey 0.11.0 Release - Better Performance
Sparsey is an Entity Component System focused on flexibility, conciseness and providing features exclusive to its sparse set-based implementation.
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Beginner looking for code review : my ECS lib !
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
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Ways to create game engines
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.
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Is ECS really the way to go in C++?
You might wanna take a look at https://github.com/SanderMertens/ecs-faq, it lays this all out better than I can.
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Flecs 3.2, a high performance game development framework for C and C++ is out!
To find more about ECS, see the FAQ: https://github.com/SanderMertens/ecs-faq/blob/master/README.md
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Functional relational programming model in Clojure(Script)
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
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does an ECS system need unique identifier ( uuid ) ?
This is the ECS FAQ I'm currently using.
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What are some things you have used ECS for?
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.
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Dominion VS Artemis, the missing benchmarks (link in the comments)
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
sparsey
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Sparsey 0.11.0 Release - Better Performance
Sparsey is an Entity Component System focused on flexibility, conciseness and providing features exclusive to its sparse set-based implementation.
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Sparsey 0.7 Release - Simplify and Polish
Sparsey is a sparse set-based Entity Component System with lots of features and beautiful syntax.
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Sparsey 0.6 Release - Huge Change Detection Update!
Sparsey is a sparse set-based Entity Component System with lots of features (component grouping with nested group support, granular change detection, fallible systems) and beautiful syntax.
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Sparsey 0.5 Release - Faster, Cleaner and Easier to Debug
Let's say I have entities with Transform and Material components. If I decide to group the Transform and Material storages, I can get ordered slices with all entities and their components. This could be used to send data to the GPU or over the network without copying it into a separate buffer. This feature is demonstrated in Sparsey's layout example.
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Sparsey 0.2.0 Release - QoL Changes and Performance Improvements
If I were to pick a feature that sets sparsey apart from the other Entity Component Systems it would be storage grouping. Storage grouping significantly improves iteration performance and allows accessing the components and entities of groups as slices, which has applications in networking and graphics. For example you could group the storages for Transforms and Sprites and get all Transform components of entities with both Transforms and Sprites as a slice, which can then be uploaded to the GPU directly, without creating an additional vector. This example showcases this feature perfectly :)
- Announcing Sparsey, a sparse-set based Entity Component System with lots of features and nice syntax!
What are some alternatives?
Node RED - Low-code programming for event-driven applications
ecs_bench_suite - A suite of benchmarks designed to test and compare Rust ECS library performance across a variety of challenging circumstances.
dominion-ecs-java - Insanely fast ECS (Entity Component System) for Java
EntityComponentSystemSamples
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
EntityComponentSystemS
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