Game engine with an Entity-Component-System (ECS) architecture. Focus on ease-of-use, runtime extensibility and compile-time type safety.
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Updated
Mar 10, 2023 - C++
Game engine with an Entity-Component-System (ECS) architecture. Focus on ease-of-use, runtime extensibility and compile-time type safety.
Entitas++ is a fast Entity Component System (ECS) C++11 port of Entitas C#
A C++14 Entity Component System
C++ minimal entity-component system single header library
A header-only/importable c++20 implementation of an entity-component-system (ecs), with focus on a simple interface and speed.
CsGO Memory Hacking C++ code examples. Ex: Read HP,Name,Coord,Bones,Weapons,items etc.
[HEADER-ONLY] C++14 simple entity/component system for realtime games. Simplicity of use is preferred over a real "entity-component-system" hierarchy. Components update and draw themselves (users create their own components and override the virtual methods). Fast, easy to use and to expand. Should be fine for any simple game.
An easy-to-use ORM/Entity Manager for Qt Framework
Simple visualization in 2D with fun
The one and only game engine on Windows with scripting in Swift
An entity component system framework that uses generics to achieve composition without having the need to write new code in the entity class.
Entity-Component-System (ECS) Framework written in modern C++.
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