sandspiel VS hecs

Compare sandspiel vs hecs and see what are their differences.

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sandspiel hecs
22 12
2,915 887
- -
5.5 7.3
3 months ago about 1 month ago
Rust Rust
MIT License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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.

sandspiel

Posts with mentions or reviews of sandspiel. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-10.

hecs

Posts with mentions or reviews of hecs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-31.
  • Does it still make sense to roll your own ECS?
    2 projects | /r/gameenginedevs | 31 Jul 2023
    For Rust, I really like Bevy's, but it gets too much in the way. I'd probably use macroquad instead with something like hecs (I tried macroquad with Bevy ECS and didn't go well).
  • Why ECS pattern is popular in Rust?
    4 projects | /r/rust | 2 Jul 2023
    The question arises from seeing a plethora of projects using ECS: hecs , Bevy , specs, legion
  • Learning How To Rewind Time - Save & Load
    1 project | /r/roguelikedev | 11 Feb 2023
    My current design has struct Core that is basically "everything you need to save in a savefile", it has a hecs ECS (which needs a bit of boilerplate the hecs docs show you how to write to serialize it), and a bunch of simpler gamestate stuff like the discovered map positions, the current player etc. Everything is tree-like and serializes into a text file. Entity handles from hecs serve as "pseudo-pointers" that can represent cycle-like structures without running into endless cycles.
  • After working on our Godot + Rust game fulltime for one year it is now up on Steam
    9 projects | /r/rust | 29 Apr 2022
    Out of the other Rust engines we've tried I think Macroquad was the most interesting option, and even though I've only made a few small projects in it worked extremely well and was what I'd expect from a game framework. While working in Bevy I felt like it was "writing fun Rust", but it wasn't really making a game. Macroquad on the other hand got immediately out of the way, and using it together with hecs was a painless experience where the whole time I felt like I was working on "the game" rather than "building systems that are invisible to the player".
  • BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
    3 projects | /r/rust_gamedev | 22 Feb 2022
    The last crate worth mentioning is probably hecs for ECS, which we don't really use as heavily as some ECS fans would assume, but it made working around some problems between GDScript and Rust easier by storing things in ECS, passing around handles and querying ECS instead. Initially we did this with a global object and lots of state (which we still use for some things), but as the number of "things" grew it became easier to put it into ECS.
  • A 2D Pixel Physics Simulator with Cellular Automata written in Rust
    8 projects | /r/rust | 19 Jan 2022
    I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
  • What is the plain Vec architecture in the hecs documentation?
    1 project | /r/rust_gamedev | 29 Dec 2021
    In the hecs documentation there is a section, Why Not ECS?. In it, the author states, "If your game will have few types of entities, consider a simpler architecture such as storing each type of entity in a separate plain Vec."
  • Showcasing my game: The Process. Built with Rust and Godot!
    2 projects | /r/rust_gamedev | 11 Apr 2021
    Usually, what I do is creating large, robust components in Rust. In my game, most of the logic lives inside the Factory node, which inside holds a full ECS (currently using https://github.com/Ralith/hecs) as well as other associated resources. This node takes care of holding the state and simulating all the machines in the factory and their interactions.
  • Tiles as entities for common states and effects? (ECS related)
    2 projects | /r/roguelikedev | 13 Mar 2021
    Generally, spatially-indexable data gets special treatment in games. (See Why not ECS for example, from the hecs ECS library.)
  • I'm trying to follow the RLTK tutorial and feel like it is too much at a time, please help me solve some questions
    1 project | /r/roguelikedev | 6 Mar 2021
    That impl basically says that Leftwalker is a System (or implements a System interface, to use a different parlance). Why exactly do Systems need lifetime is something better asked of the authors of the ECS library the tutorial uses. (personally I use hecs https://github.com/Ralith/hecs instead because I find it easier to use, no lifetime in sight :p)

What are some alternatives?

When comparing sandspiel and hecs you can also consider the following projects:

The-Powder-Toy - Written in C++ and using SDL, The Powder Toy is a desktop version of the classic 'falling sand' physics sandbox, it simulates air pressure and velocity as well as heat.

shipyard - Entity Component System focused on usability and flexibility.

osm2lanes - A common library and set of test cases for transforming OSM tags to lane specifications

gdnative - Rust bindings for Godot 3

sandbox - A sand simulation game

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

studio - Robotics visualization and debugging

ecs - Elastic Common Schema

esp-web-tools - Open source tools to allow working with ESP devices in the browser

dungeon-bevy - Rust programming -> random generated Dungeon with Bevy engine

macroquad-forestfire - Forest Fire Model, SOC cellular automaton

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