misakieku /
GhostEngine
Ghost Engine is a data oriented, high-performance game engine built entirely in C#, designed for modern rendering and efficient entity management. Note: This is a mirror of another repository.
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friflo / repository
High-performance C# ECS
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This score does not audit code, security, maintainers, documentation quality, or suitability. Verify the repository and its current documentation before adoption.
Friflo ECS is a high performance C# ECS with focus on simplicity and reliability.
The library is designed for easy integration and a smooth developer experience.
Among various C# ECS projects, it is currently the only one fully implemented in Managed C#.
By this no use of unsafe code preventing crashes due to memory corruption.
It enables writing highly decoupled code. Data is stored in Components which are assigned to objects - aka Entities - at runtime.
Code decoupling is accomplished by dividing implementation in pure data structures (Component types) - and code (Systems) to process them.
It enables high performant system execution by storing components in continuous memory to leverage CPU caches L1, L2 & L3.
It improves CPU branch prediction by minimizing conditional branches when processing components in tight loops.
🚀 New in v3.5.0
Map components to enums
and Map tags to enums.
Introduced new pattern to process events on adding/removing components or tags more performant and concise.
🚀 New in v3.6.0
New feature: Query Generator
Generates high-performance query code and reduces boilerplate code to a minimum.
Get package on nuget or use the dotnet CLI.
dotnet add package Friflo.Engine.ECS
A survivors-like game exploiting the strength of ECS controlling a very high amount of AI units.
A Godot MultiMesh is used to enable reliable 2000 FPS.
It uses a single MultiMeshInstance2D node with a single material and shader.
Play in Browser
Tech Demo of a 2D platformer with focus on movement mechanics.
ECS is used for core game logic, component-base abilities, physics / collisions & triggers,
state machines / behavior logic, gameplay events and UI integration. more ...
Play in Browser ·
GitHub
Project is hosted on GitHub and supports Desktop and WASM.
Rendering of 3D environment and 2D sprites is implemented with Raylib.
Interesting note: It combines behavior trees with ECS. more ...
Quote from developer: "Just wanted to let you know that Friflo ECS 2.0.0 works like a charm in my little game.
I use it for basically everything (landscape segments, vegetation, players, animations, collisions and even the floating dust particles are entities).
After some optimization there is no object allocation during gameplay - the allocation graph just stays flat - no garbage collection."
Want to add a project?
Create a GitHub Discussion or message on Discord.
MonoGame Demo is available as WASM / WebAssembly app. Try Demo in your browser.
Demo projects on GitHub below.
Desktop Demo performance: Godot 202 FPS, Unity 100 FPS at 65536 entities.
All example Demos - Windows, macOS & Linux - available as projects for MonoGame, Unity and Godot.
See Demos · GitHub
Index / Search used to search entities with specific component values in O(1). E.g
Guid,long or a string.Relationships to create links / connections between entities. Used for:
Relations to add multiple *"comp
Selected from shared topics, language and repository description—not editorial ratings.
misakieku /
Ghost Engine is a data oriented, high-performance game engine built entirely in C#, designed for modern rendering and efficient entity management. Note: This is a mirror of another repository.
56/100 health