An entity-component-system framework built on top of the SPECS library and based on an idea of an encyclopedia. Written in Rust.
-
Updated
Dec 14, 2016 - Rust
An entity-component-system framework built on top of the SPECS library and based on an idea of an encyclopedia. Written in Rust.
Inserting elements into this map yields a persistent, type-safe Index to that new element.
🚀 Things – a safe, fast and simple Entity–Component–System library
Entity-Component-System written in Rust. (multi-threading unfinished)
Rust programming -> random generated Dungeon with Bevy engine
Rust + Bevy game with ECS
The Reactive Semantic Entity Component System is meant to be the core of the game engine which represents the game state as the one and only truth using entities and semantic relations in a graph that controls and runs the game logic using reactive technologies.
3D Ray-Tracing WebGPU Game Engine Written in Rust WebAssembly.
My bachelor's degree final project (PT-BR).
A rust implementation of the Winterbells game by Ferry Halim
Rust GUI prototyping
An Entity Component System for Rust. Fast, easy, and predictable. (Work in progress)
multi-agent dynamics simulator
A small game made in Bevy with Rust
A small entity component system for rust
Reliable and efficient agent-based models in Rust
Add a description, image, and links to the entity-component-system topic page so that developers can more easily learn about it.
To associate your repository with the entity-component-system topic, visit your repo's landing page and select "manage topics."