mizu
Entity Component System framework for Ebitengine (by sedyh)
arche-model
Everything you need to rapidly build a model with the Arche Entity Component System (ECS). (by mlange-42)
mizu | arche-model | |
---|---|---|
1 | 1 | |
79 | 10 | |
- | - | |
2.3 | 6.9 | |
about 1 year ago | 3 months ago | |
Go | Go | |
GNU General Public License v3.0 or later | MIT License |
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.
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.
mizu
Posts with mentions or reviews of mizu.
We have used some of these posts to build our list of alternatives
and similar projects.
-
Is This Engine Kind of Slow?
According to the mizu bunnymark README, native Ebitengine on a 2020 M1 processor achieves 65,000 sprites rendered each frame at 60FPS. To me, that is a lot of sprites, and virtually all games won't even get close to that number of on-screen sprites.
arche-model
Posts with mentions or reviews of arche-model.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-30.
-
Arche 0.8 released - Go ECS with native entity relations
This should, however, be straight-forward. Just use Arche queries in your engine code instead of e.g. iterating slices of game objects. Or, alternatively, implement systems and put your engine code there. The tool arche-model provides a scheduler and system interfaces in case you want a ready-to-use solution: https://github.com/mlange-42/arche-model
What are some alternatives?
When comparing mizu and arche-model you can also consider the following projects:
ebitengine-rock-paper-scissors - Rock Paper Scissors Wars
ento - Entity Component System written in Go
arche - Arche is an archetype-based Entity Component System (ECS) for Go.
donburi - Just another ECS library for Go/Ebitengine
arche-pixel - OpenGL graphics and plots for the Arche Entity Component System (ECS).
shark - Gura on your desktop!
ganim8 - Sprite animation library for Ebitengine inspired by anim8
crt - Minimal terminal emulator for Bubbletea.
kage-desk - You know Ebitengine but not Kage?!