hecs

A handy ECS (by Ralith)

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

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hecs reviews and mentions

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 2024-12-24.
  • Four limitations of Rust's borrow checker
    6 projects | news.ycombinator.com | 24 Dec 2024
    > stop using references/lifetimes and start using indexes

    Aren't arenas a nicer suggestion? https://docs.rs/bumpalo/latest/bumpalo/

    Depending on the use case, another pattern that plays very nicely with Rust is the EC part of ECS: https://github.com/Ralith/hecs

  • 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.)
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Stats

Basic hecs repo stats
13
1,064
5.0
2 days ago

Ralith/hecs is an open source project licensed under Apache License 2.0 which is an OSI approved license.

The primary programming language of hecs is Rust.


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