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For a full list of new features and other changes, see the release notes.
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arche-model
Everything you need to rapidly build a model with the Arche Entity Component System (ECS).
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
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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There is a tool for Arche (arche-pixel) that uses the pixel engine for visualizations, like an engine monitor. Maybe that helps as an example. https://github.com/mlange-42/arche-pixel
Related posts
- Arche 0.8 released - Go ECS with native entity relations
- Arche 0.6 released -- fastes Entity Component System (ECS) for Go?
- Arche 0.6 released -- fastes Entity Component System (ECS) for Go?
- Arche -- A simple, archetype-based ECS for Go/Golang
- A 2D shoot 'em up game made with Ebitengine https://github.com/m110/airplanes