EntityComponentSystemS

By Unity-Technologies

EntityComponentSystemS Alternatives

Similar projects and alternatives to EntityComponentSystemS

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better EntityComponentSystemS alternative or higher similarity.

EntityComponentSystemS reviews and mentions

Posts with mentions or reviews of EntityComponentSystemS. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-21.
  • EnTT: Gaming meets modern C++ 3.9
    4 projects | news.ycombinator.com | 21 Dec 2021
    So you get cache locality as you're running through your transforms.

    Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.

    If you want to experiment with it Unity has some great examples under their new DOTS system

    https://github.com/Unity-Technologies/EntityComponentSystemS...

    APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.

    To me data oriented subsystems are fine, but not as a core concept for your game's architecture.

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