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Resources","Applications powered by ECS","ECS Libraries","[Other Resources](#contents)","[Applications powered by ECS](#contents)","[ECS Libraries](#contents)","[Star History](#contents)"],"sub_categories":["[ETC](#contents)","ETC","Physics libraries","Blog Posts","[Blog Posts](#contents)","Talks \u0026 Slides","[Talks \u0026 Slides](#contents)","Books","Tutorials","[Game Engines](#contents)","[Graphics Engines](#contents)","[Lists](#contents)","[Physics Libraries](#contents)","[Benchmarks](#contents)"],"readme":"# Awesome ECS\n\n[![Awesome](https://awesome.re/badge.svg)](https://awesome.re)\n\nA curated list of Entity-Component-System (ECS) libraries and resources.\n\n## Contents\n* [ECS Libraries](#ecs-libraries)\n* [Applications powered by ECS](#applications-powered-by-ecs)\n  * [Game Engines](#game-engines)\n  * [Graphics Engines](#graphics-engines)\n  * [Physics Libraries](#physics-libraries)\n* [Other Resources](#other-resources)\n  * [Benchmarks](#benchmarks)\n  * [Blog Posts](#blog-posts)\n  * [Talks \u0026 Slides](#talks--slides)\n  * [Books](#books)\n  * [Tutorials](#tutorials)\n  * [Lists](#lists)\n  * [ETC](#etc)\n\n\u003e **Legend**: 🟢 Active (\u003c1yr) · 🟡 Slow (1-2yr) · 🔴 Stale (\u003e2yr) · 💀 Archived\n\n## [ECS Libraries](#contents)\n\n_Libraries and frameworks implementing the Entity-Component-System pattern._\n\n#### C/C++\n\n* 💀 [anax](https://github.com/miguelmartin75/anax) - Open source C++ entity system. [⭐ 463](https://github.com/miguelmartin75/anax)\n* 💀 [ECS](https://github.com/redxdev/ECS) - C++ single-header entity component system library. [⭐ 483](https://github.com/redxdev/ECS)\n* 🔴 [ecs.hpp](https://github.com/BlackMATov/ecs.hpp) - A single header C++14 entity component system library. [⭐ 41](https://github.com/BlackMATov/ecs.hpp)\n* 🔴 [ecst](https://github.com/vittorioromeo/ecst) - Experimental C++14 multithreaded compile-time entity-compnent-system library. [⭐ 491](https://github.com/vittorioromeo/ecst)\n* 🔴 [EntityFu](https://github.com/NatWeiss/EntityFu) - A simple, fast entity component system written in C++. [⭐ 86](https://github.com/NatWeiss/EntityFu)\n* 🔴 [EntityPlus](https://github.com/Yelnats321/EntityPlus) - C++14 entity component system. [⭐ 191](https://github.com/Yelnats321/EntityPlus)\n* 🟢 [EntityX](https://github.com/alecthomas/entityx) - Fast, type-safe C++ entity component system. [⭐ 2.3k](https://github.com/alecthomas/entityx)\n* 🟢 [entt](https://github.com/skypjack/entt) - Fast and reliable entity-component system. [⭐ 12.8k](https://github.com/skypjack/entt)\n* 🟢 [Flecs](https://github.com/SanderMertens/flecs) - A Multithreaded Entity Component System written for C89 \u0026 C99. [⭐ 8.4k](https://github.com/SanderMertens/flecs)\n* 🟢 [Gaia-ECS](https://github.com/richardbiely/gaia-ecs) - Fast and type-safe C++17 archetype-based entity component system. [⭐ 129](https://github.com/richardbiely/gaia-ecs)\n* 🔴 [Ginseng](https://github.com/apples/ginseng) - An ESC library designed for use in games. [⭐ 56](https://github.com/apples/ginseng)\n* 🔴 [goomy](https://github.com/vberlier/goomy) - A tiny, experimental ECS framework. [⭐ 14](https://github.com/vberlier/goomy)\n* 🔴 [Kengine](https://github.com/phisko/kengine) - Game engine with an Entity-Component-System (ECS) architecture. [⭐ 617](https://github.com/phisko/kengine)\n* 🔴 [matter](https://github.com/frengels/matter) - C++17/20 ECS implementation. [⭐ 21](https://github.com/frengels/matter)\n* 🟢 [mustache](https://github.com/kirillochnev/mustache) - A fast, modern C++ entity component system. [⭐ 72](https://github.com/kirillochnev/mustache)\n* 🟢 [pico_ecs](https://github.com/empyreanx/pico_headers) - Single-header and cross-platform ECS. [⭐ 547](https://github.com/empyreanx/pico_headers)\n* 🟢 [WickedEngine's ECS](https://github.com/turanszkij/WickedEngine/blob/master/WickedEngine/wiECS.h) - WickedEngine's ECS implementation. [⭐ 7.1k](https://github.com/turanszkij/WickedEngine)\n\n#### C#\n\n* 🟢 [Arch](https://github.com/genaray/Arch) - A high-performance Archetype \u0026 Chunks Entity Component System for game development and data-oriented programming. [⭐ 1.7k](https://github.com/genaray/Arch)\n* 🔴 [DefaultEcs](https://github.com/Doraku/DefaultEcs) - ECS for syntax and usage simplicity with maximum performance. [⭐ 758](https://github.com/Doraku/DefaultEcs)\n* 🟢 [DragonECS](https://github.com/DCFApixels/DragonECS) - ECS for Unity and .NET. [⭐ 332](https://github.com/DCFApixels/DragonECS)\n* 🔴 [Entitas](https://github.com/sschmid/Entitas) - The Entity Component System Framework for C# and Unity. [⭐ 7.7k](https://github.com/sschmid/Entitas)\n* 🟢 [Fennecs](https://github.com/outfox/fennecs) - ... the tiny, tiny, high-energy Entity-Component System! [⭐ 441](https://github.com/outfox/fennecs)\n* 🟢 [Frent](https://github.com/itsBuggingMe/Frent) - Data oriented ECF with an ECS api for C#, Godot, and Unity. [⭐ 173](https://github.com/itsBuggingMe/Frent)\n* 🟢 [Friflo Engine ECS](https://github.com/friflo/Friflo.Engine.ECS) - ECS for .NET with focus on performance, cache locality and DX. [⭐ 669](https://github.com/friflo/Friflo.Engine.ECS)\n* 🔴 [LeoEcsLite](https://github.com/LeoECSCommunity/ecslite) - Lightweight C# Entity Component System framework. [⭐ 62](https://github.com/LeoECSCommunity/ecslite)\n* 🟢 [Massive ECS](https://github.com/nilpunch/massive-ecs) - Bitset-based ECS with rollbacks. C# library and Unity package. [⭐ 211](https://github.com/nilpunch/massive-ecs)\n* 🟢 [ME.BECS](https://github.com/chromealex/ME.BECS) - ECS for Unity with full game state automatic rollbacks. [⭐ 249](https://github.com/chromealex/ME.BECS)\n* 🟢 [Morpeh](https://github.com/scellecs/morpeh) - ECS Framework for Unity Game Engine and .NET Platform. [⭐ 647](https://github.com/scellecs/morpeh)\n* 🟢 [Static ECS](https://github.com/Felid-Force-Studios/StaticEcs) - C# Hierarchical Inverted Bitmap ECS framework. [⭐ 183](https://github.com/Felid-Force-Studios/StaticEcs)\n* 🟡 [Svelto.ECS](https://github.com/sebas77/Svelto.ECS) - Lightweight data oriented entity component system framework. [⭐ 1.4k](https://github.com/sebas77/Svelto.ECS)\n* 🟢 [TinyEcs](https://github.com/andreakarasho/TinyEcs) - A tiny bevy-like archetype-style ECS library for dotnet. [⭐ 148](https://github.com/andreakarasho/TinyEcs)\n\n#### Common Lisp\n\n* 🔴 [beast](https://github.com/sjl/beast) - Basic Entity/Aspect/System Toolkit. [⭐ 30](https://github.com/sjl/beast)\n* 🔴 [cl-ecs](https://github.com/bit-phlippers/cl-ecs) - An implementation of the Entity-Component-System pattern mostly used in game development. [⭐ 8](https://github.com/bit-phlippers/cl-ecs)\n* [cl-fast-ecs](https://gitlab.com/lockie/cl-fast-ecs) - Blazingly fast Entity-Component-System microframework. [gitlab](https://gitlab.com/lockie/cl-fast-ecs)\n\n#### Dart\n\n* 🔴 [Fast ECS](https://github.com/QiXi/fast_ecs) - Simple and fast Entity-Component-System (ECS) library written in Dart. [⭐ 17](https://github.com/QiXi/fast_ecs)\n\n#### Elixir\n\n* 🟡 [ECSx](https://github.com/ecsx-framework/ECSx) - An ECS framework for Elixir. [⭐ 265](https://github.com/ecsx-framework/ECSx)\n\n#### Python\n\n* 🟢 [esper](https://github.com/benmoran56/esper) - A lightweight Entity System for Python. [⭐ 693](https://github.com/benmoran56/esper)\n\n#### Rust\n\n* 🟢 [bevy_ecs](https://github.com/bevyengine/bevy/tree/main/crates/bevy_ecs) - Simple to use, ergonomic, fast, massively parallel, opinionated, and featureful written in Rust. [⭐ 46.8k](https://github.com/bevyengine/bevy)\n* 🟢 [hecs](https://github.com/Ralith/hecs) - High-performance, minimalist entity-component-system. [⭐ 1.3k](https://github.com/Ralith/hecs)\n* 🔴 [legion](https://github.com/amethyst/legion) - High performance Rust ECS library. [⭐ 1.7k](https://github.com/amethyst/legion)\n* 🟢 [shipyard](https://github.com/leudz/shipyard) - Entity Component System written in Rust. [⭐ 864](https://github.com/leudz/shipyard)\n* 🔴 [specs](https://github.com/amethyst/specs) - Parallel entity component system written in Rust. [⭐ 2.6k](https://github.com/amethyst/specs)\n\n#### Go\n\n* 🟢 [Ark](https://github.com/mlange-42/ark) - An archetype-based Entity Component System for Go. [⭐ 281](https://github.com/mlange-42/ark)\n* 🔴 [ecs](https://github.com/EngoEngine/ecs) - A Go-implementation of the Entity-Component-System paradigm. [⭐ 333](https://github.com/EngoEngine/ecs)\n\n#### Lua\n\n* 🟡 [Concord](https://github.com/Keyslam-Group/Concord) - A feature-complete ECS library. [⭐ 317](https://github.com/Keyslam-Group/Concord)\n* 🔴 [ECS Lua](https://github.com/nidorx/ecs-lua) - A fast and easy to use ECS engine for game development. [⭐ 231](https://github.com/nidorx/ecs-lua)\n* 🟢 [evolved.lua](https://github.com/BlackMATov/evolved.lua) - Evolved ECS (Entity-Component-System) for Lua. [⭐ 214](https://github.com/BlackMATov/evolved.lua)\n* 🔴 [Nata](https://github.com/tesselode/nata) - Entity management for Lua. [⭐ 51](https://github.com/tesselode/nata)\n* 🔴 [tiny-ecs](https://github.com/bakpakin/tiny-ecs) - Entity Component System for Lua that's simple, flexible, and useful. [⭐ 783](https://github.com/bakpakin/tiny-ecs)\n\n#### Java\n\n* 🔴 [Artemis-odb](https://github.com/junkdog/artemis-odb) - A continuation of the popular Artemis ECS framework. [⭐ 832](https://github.com/junkdog/artemis-odb)\n\n#### Julia\n\n* 🟢 [Ark.jl](https://github.com/ark-ecs/Ark.jl) - An archetype-based Entity Component System (ECS) for Julia. It is a port of the Go ECS Ark. [⭐ 81](https://github.com/ark-ecs/Ark.jl)\n\n#### Kotlin\n\n* 🟢 [Fleks](https://github.com/Quillraven/Fleks) - Fast, lightweight, multi-platform entity component system in Kotlin. [⭐ 260](https://github.com/Quillraven/Fleks)\n\n#### JavaScript / TypeScript\n\n* 🟡 [becsy](https://github.com/LastOliveGames/becsy) - A multithreaded Entity Component System (ECS) for TypeScript and JavaScript, inspired by ECSY and bitecs. [⭐ 295](https://github.com/LastOliveGames/becsy)\n* 🟢 [bitECS](https://github.com/NateTheGreatt/bitECS) - Functional, minimal, data-oriented, ultra-high performance ECS library. [⭐ 1.4k](https://github.com/NateTheGreatt/bitECS)\n* 💀 [ECSY](https://github.com/ecsyjs/ecsy) - Entity Component System for javascript. [⭐ 1.2k](https://github.com/ecsyjs/ecsy)\n* 🟢 [miniplex](https://github.com/hmans/miniplex) - The gentle game entity manager, focused on ease of use and developer experience. [⭐ 1.0k](https://github.com/hmans/miniplex)\n* 🔴 [Thyseus](https://github.com/JaimeGensler/thyseus) - An archetypal Entity Component System, built entirely in Typescript. [⭐ 86](https://github.com/JaimeGensler/thyseus)\n* 🟢 [Woven-ECS](https://woven-ecs.dev/) - A multithreaded ECS framework for TypeScript aimed at collaborative browser applications. [⭐ 9](https://github.com/WillH0lt/woven-ecs)\n\n#### Zig\n\n* 🟢 [Comptime ECS](https://github.com/Very-Blank/Ecs) - Comptime-defined ECS implementation in Zig. [⭐ 4](https://github.com/Very-Blank/Ecs)\n* 🟢 [knoedel](https://github.com/Lommix/knoedel) - Data oriented application framework written in Zig (ECS). [⭐ 35](https://github.com/Lommix/knoedel)\n* 🔴 [mach-ecs](https://github.com/hexops-graveyard/mach-ecs) - Entity Component System from first-principles designed for Zig. [⭐ 35](https://github.com/hexops-graveyard/mach-ecs)\n* 🟢 [ZCS](https://github.com/Games-by-Mason/ZCS) - An archetype based entity component system written in Zig. [⭐ 149](https://github.com/Games-by-Mason/ZCS)\n* 🟢 [Zig ECS](https://github.com/prime31/zig-ecs) - A Zig port of the fantasic Entt. [⭐ 419](https://github.com/prime31/zig-ecs)\n\n#### Haskell\n\n* 🟢 [apecs](https://github.com/jonascarpay/apecs) - A fast, extensible, type driven Haskell ECS framework for games. [⭐ 418](https://github.com/jonascarpay/apecs)\n\n## [Applications powered by ECS](#contents)\n\n### [Game Engines](#contents)\n\n_Game engines built on ECS architecture._\n\n#### C++\n\n* 🟢 [crown](https://github.com/dbartolini/crown) - General purpose data-driven game engine. [⭐ 28](https://github.com/dbartolini/crown)\n* 🔴 [Engine](https://github.com/Shervanator/Engine) - Basic cross-platform 3D game engine. [⭐ 299](https://github.com/Shervanator/Engine)\n* 🟢 [halley](https://github.com/amzeratul/halley) - A lightweight game engine written in modern C++. [⭐ 3.8k](https://github.com/amzeratul/halley)\n* 🔴 [igneous](https://github.com/MissingBitStudios/igneous) - Open source game engine written in C++. [⭐ 52](https://github.com/MissingBitStudios/igneous)\n* 🔴 [kengine](https://github.com/phisko/kengine) - Game engine focused on ease-of-use, runtime extensibility and compile-time type safety. [⭐ 617](https://github.com/phisko/kengine)\n* 🟢 [Lina Engine](https://github.com/inanevin/LinaEngine) - Modular, tiny and fast C++ game engine, aimed to develop 3D desktop games. [⭐ 898](https://github.com/inanevin/LinaEngine)\n* 🟢 [Lumos](https://github.com/jmorton06/Lumos) - Cross-Platform C++ 2D/3D game engine. [⭐ 1.6k](https://github.com/jmorton06/Lumos)\n* 🔴 [MxEngine](https://github.com/asc-community/MxEngine) - C++ open source 3D game engine. [⭐ 1.2k](https://github.com/asc-community/MxEngine)\n* 🟢 [Nazara Engine](https://github.com/NazaraEngine/NazaraEngine) - Cross-platform framework aimed at real-time applications requiring audio, 2D and 3D real-time rendering, network and more. [⭐ 831](https://github.com/NazaraEngine/NazaraEngine)\n* 🟢 [nebula](https://github.com/gscept/nebula) - Open-source and free-to-use modern C++ game engine. [⭐ 1.1k](https://github.com/gscept/nebula)\n* 💀 [shiva](https://github.com/Milerius/shiva) - Modern Cross-Platform C++ Engine with modularity. [⭐ 158](https://github.com/Milerius/shiva)\n* 🔴 [Sparky](https://github.com/TheCherno/Sparky) - Cross-Platform High Performance 2D/3D game engine. [⭐ 1.2k](https://github.com/TheCherno/Sparky)\n* 🟢 [supernova](https://github.com/supernovaengine/supernova) - Game engine for 2D and 3D projects with ECS and data-oriented design. [⭐ 420](https://github.com/supernovaengine/supernova)\n* 🔴 [Usagi](https://github.com/vitei/Usagi) - Hierarchical component entity system based game engine. [⭐ 56](https://github.com/vitei/Usagi)\n* 🟢 [WickedEngine](https://github.com/turanszkij/WickedEngine) - 3D engine with modern graphics. [⭐ 7.1k](https://github.com/turanszkij/WickedEngine)\n\n#### Go\n\n* 🟡 [Engo](https://github.com/EngoEngine/engo) - A cross-platform game engine written in Go following an interpretation of the Entity Component System paradigm. [⭐ 1.8k](https://github.com/EngoEngine/engo)\n\n#### Rust\n\n* 🟡 [Ambient](https://github.com/AmbientRun/Ambient) - The multiplayer game engine. [⭐ 3.9k](https://github.com/AmbientRun/Ambient)\n* 💀 [Amethyst](https://github.com/amethyst/amethyst) - Data-oriented and data-driven game engine written in Rust. [⭐ 8.0k](https://github.com/amethyst/amethyst)\n* 🟢 [Bevy](https://github.com/bevyengine/bevy) - A refreshingly simple data-driven game engine built in Rust. [⭐ 46.8k](https://github.com/bevyengine/bevy)\n* 🟢 [Bones](https://github.com/fishfolk/bones) - An easy-to-use game engine for making real games. [⭐ 299](https://github.com/fishfolk/bones)\n\n#### Zig\n\n* 🟢 [mach](https://github.com/hexops/mach) - Game engine \u0026 graphics toolkit for building high-performance, truly cross-platform, robust \u0026 modular games, visualizations, and desktop/mobile GUI apps. [⭐ 4.8k](https://github.com/hexops/mach)\n\n### [Graphics Engines](#contents)\n\n_Graphics and rendering engines using ECS._\n\n#### C++\n\n* 🟢 [bs::framework](https://github.com/GameFoundry/bsf) - Modern C++14 library for the development of real-time graphical applications. [⭐ 1.9k](https://github.com/GameFoundry/bsf)\n* 🟢 [The Forge](https://github.com/ConfettiFX/The-Forge) - Cross-Platform Rendering Framework with support for PC Windows, Linux, Ray Tracing, macOS/iOS, Android, XBOX, PS4, PS5, Switch, Quest 2. [⭐ 5.6k](https://github.com/ConfettiFX/The-Forge)\n\n### [Physics Libraries](#contents)\n\n_Physics simulation libraries organized as ECS._\n\n#### C++\n\n* 🟢 [edyn](https://github.com/xissburg/edyn) - A real-time physics engine organized as an ECS. [⭐ 779](https://github.com/xissburg/edyn)\n\n## [Other Resources](#contents)\n\n### [Benchmarks](#contents)\n\n_Performance benchmarks comparing ECS frameworks._\n\n* 🔴 [CSharpECSComparison](https://github.com/Chillu1/CSharpECSComparison) - Benchmarks of common ECS Frameworks for C#. [⭐ 53](https://github.com/Chillu1/CSharpECSComparison)\n* 🟢 [ECS C# Benchmark](https://github.com/Doraku/Ecs.CSharp.Benchmark) - Benchmarks of the main ECS Frameworks for: C#. [⭐ 178](https://github.com/Doraku/Ecs.CSharp.Benchmark)\n* 🟢 [ECS C# Benchmark - Common uses-cases](https://github.com/friflo/ECS.CSharp.Benchmark-common-use-cases) - Benchmark many common use cases in the simplest and most performant variant. [⭐ 48](https://github.com/friflo/ECS.CSharp.Benchmark-common-use-cases)\n* 🟡 [ecs_benchmark](https://github.com/abeimler/ecs_benchmark) - Benchmarks of common ECS (Entity-Component-System)-Frameworks in C/C++. [⭐ 299](https://github.com/abeimler/ecs_benchmark)\n* 🟢 [Lua ECS Library Benchmark](https://github.com/jeffzi/lua-ecs-benchmark) - Benchmarks of common ECS Frameworks in Lua. [⭐ 9](https://github.com/jeffzi/lua-ecs-benchmark)\n\n### [Blog Posts](#contents)\n\n_Articles and blog posts about ECS and data-oriented design._\n\n* [Building an ECS](https://ajmmertens.medium.com/building-an-ecs-1-where-are-my-entities-and-components-63d07c7da742)\n* [Data-oriented design](http://gamesfromwithin.com/category/data-oriented-design)\n* [ECS back and forth](https://skypjack.github.io/2019-02-14-ecs-baf-part-1/)\n* [Entity Systems are the future of MMOG development](https://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/)\n* [Let's build an Entity Component System from scratch](https://devlog.hexops.com/2022/lets-build-ecs-part-1/)\n* [Overview of ECS variants \u0026 definitions](https://gist.github.com/LearnCocos2D/77f0ced228292676689f)\n* [Seba's Lab](https://www.sebaslab.com/)\n* [Systems Interaction in Entity-Component-System (events)](https://medium.com/@ben.rasooli/systems-interaction-in-entity-component-system-events-4a050153c8ac)\n* [Understand data-oriented design](https://learn.unity.com/tutorial/part-1-understand-data-oriented-design)\n* [Unity ECS series](https://gametorrahod.com/tag/unity-dots/)\n* [WickedEngine's ECS implementation](https://web.archive.org/web/20240531144559/https://wickedengine.net/2019/09/entity-component-system/)\n\n### [Talks \u0026 Slides](#contents)\n\n_Conference talks and presentations about ECS._\n\n* [Codestar 2018 ECS - A Different Approach to Game Development](https://www.youtube.com/watch?v=lt4eL4RSx7k)\n* [CppCon 2014: Mike Acton \"Data-Oriented Design and C++\"](https://youtu.be/rX0ItVEVjHc)\n* [CppCon 2018: Stoyan Nikolov “OOP Is Dead, Long Live Data-oriented Design”](https://youtu.be/yy8jQgmhbAU)\n* [Data Oriented Design Resources](http://aras-p.info/texts/files/2018Academy%20-%20ECS-DoD.pdf)\n* [Data Oriented GUI in Rust](https://www.youtube.com/watch?v=4YTfxresvS8)\n* [GDC 2018: Unity at GDC - A Data Oriented Approach to Using Component Systems](https://youtu.be/p65Yt20pw0g)\n* [Is There More to Game Architecture than ECS](https://www.youtube.com/watch?v=JxI3Eu5DPwE) - Bob Nystrom (Roguelike Celebration 2018)\n* [itCppCon19: ECS back and forth](https://youtu.be/WB5bRKKGRUk)\n* [Meeting C++ 2018: Data oriented design in practice](https://youtu.be/NWMx1Q66c14)\n* [Unite 2018: C# Job System + ECS usage and demo with Intel](https://www.youtube.com/watch?v=fp1D45hhVEM)\n\n### [Books](#contents)\n\n_Books on ECS and data-oriented design._\n\n* [Data-Oriented Design](http://www.dataorienteddesign.com/dodbook/)\n\n### [Tutorials](#contents)\n\n_Tutorial series for learning ECS._\n\n* [Starting a new 2D platformer with ECS](https://www.youtube.com/playlist?list=PLWtPciJ1UMuAoCq8NAw8J-n387U4QHFBW)\n\n### [Lists](#contents)\n\n_Related curated lists._\n\n* [Entity Component System \u0026 Data Oriented Design](https://github.com/dbartolini/data-oriented-design)\n\n### [ETC](#contents)\n\n_Other ECS-related resources._\n\n* [Entity Component Systems FAQ](https://github.com/SanderMertens/ecs-faq)\n* [Entity Systems Wiki](http://entity-systems.wikidot.com/)\n\n## [Contributing](#contents)\n\nContributions are very welcome! Please read the [contribution guidelines](CONTRIBUTING.md) first. Also, please feel free to report any error.\n\n## [Star History](#contents)\n\n[![Star History Chart](https://api.star-history.com/svg?repos=jslee02/awesome-entity-component-system\u0026type=Date)](https://star-history.com/#jslee02/awesome-entity-component-system)\n\n## [License](#contents)\n\n[![CC0](https://licensebuttons.net/p/zero/1.0/88x31.png)](http://creativecommons.org/publicdomain/zero/1.0/)\n","projects_url":"https://awesome.ecosyste.ms/api/v1/lists/jslee02%2Fawesome-entity-component-system/projects"}