Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
-
Updated
May 17, 2024 - C++
Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
Ubpa Entity-Component-System (U ECS) in Unity3D-style
A RESTful API using Poco C++ Libraries.
A C++14 Component-Based Game Object Model framework for developing videogames
A C++14 JSON Serialization Library
Header-only, tiny and easy to use library for dependency injection written in C++17.
Optimised and simple reflection library for games
High level code for popular Object Oriented Design interview questions
Fast entity-component-system (ECS) with compile-time archetypes
A header-only library to provide information about your class members
An example C++ project utilizing ECS architecture (with entt library).
A collection of architectural patterns and design patterns.
XPCF stands for Cross-Platform Component Framework. It provides base functionalities to handle component interfaces and method introspection, dependency injection and initial configuration.
The Consumer/Producer problem in a real application using Boost and Poco.
DCL-120: Object-Oriented Programming Principles and Design Patterns
[WIP] database based on entity-component with thread-safe access for asynchronous systems
Add a description, image, and links to the architectural-patterns topic page so that developers can more easily learn about it.
To associate your repository with the architectural-patterns topic, visit your repo's landing page and select "manage topics."