ecs-faq VS ygopro

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

ecs-faq

Frequently asked questions about Entity Component Systems (by SanderMertens)

ygopro

A script engine for "yu-gi-oh!" and sample gui (by Fluorohydride)
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ecs-faq ygopro
21 2
1,760 1,779
- -
6.0 8.8
3 months ago 4 days ago
C++
- GNU General Public License v3.0 only
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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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

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

ygopro

Posts with mentions or reviews of ygopro. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-03-01.
  • How they design the class diagram in YugiOh Master Duel game
    3 projects | /r/howdidtheycodeit | 1 Mar 2022
  • Simulator for TCG Ruling
    1 project | /r/Yugioh101 | 27 Feb 2022
    Omega actually has fixed more problems and rulings than ygopro because they changed the core. You see, there were some ruling interactions that could not be fixed by just changing the script. It required a core change and very few people beyond the team that created ygopro (Fluorohydride), know how to change the core. Edopro is a fork of the ygopro that is translated to English and maintained. If you don't believe me, check here: https://github.com/Fluorohydride/ygopro/issues/2321 Case 6, 7, 9, 10, 11, 12, and 15 will fail on edopro. This is because in order to fix 10-12, the order of operations of how damage calculation has to be changed in the core. This order of operations was correct years ago but was changed by OCG later, so the core is outdated and nobody cares enough for these niche scenarios to fix it because they are too rare.

What are some alternatives?

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

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

SabberStone - Just another Hearthstone Simulator in C# .Net Core, with some A.I. approaches!

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.

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

shipyard - Entity Component System focused on usability and flexibility.