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<div id="projectname">EnTT<span id="projectnumber">&#160;3.13.0</span>
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<div class="textblock"><p><a class="anchor" id="autotoc_md184"></a></p>
<h1><a class="anchor" id="autotoc_md185"></a>
Introduction</h1>
<p>There are many projects similar to <code>EnTT</code>, both open source and not.<br />
Some even borrowed some ideas from this library and expressed them in different languages.<br />
Others developed different architectures from scratch and therefore offer alternative solutions with their pros and cons.</p>
<p>If you know of other similar projects out there, feel free to open an issue or a PR and I'll be glad to add them to this page.<br />
I hope the following lists can grow much more in the future.</p>
<h1><a class="anchor" id="autotoc_md186"></a>
Similar projects</h1>
<p>Below an incomplete list of similar projects that I've come across so far.<br />
If some terms or designs aren't clear, I recommend referring to the <a href="https://skypjack.github.io/tags/#ecs"><em>ECS Back and Forth</em></a> series for all the details.</p>
<ul>
<li>C:<ul>
<li><a href="https://github.com/roig/destral_ecs">destral_ecs</a>: a single-file ECS based on sparse sets.</li>
<li><a href="https://github.com/discoloda/Diana">Diana</a>: an ECS that uses sparse sets to keep track of entities in systems.</li>
<li><a href="https://github.com/SanderMertens/flecs">Flecs</a>: a multithreaded archetype ECS based on semi-contiguous arrays rather than chunks.</li>
<li><a href="https://github.com/nem0/lent">lent</a>: the Donald Trump of the ECS libraries.</li>
</ul>
</li>
<li>C++:<ul>
<li><a href="https://github.com/vblanco20-1/decs">decs</a>: a chunk based archetype ECS.</li>
<li><a href="https://github.com/SuperV1234/ecst">ecst</a>: a multithreaded compile-time ECS that uses sparse sets to keep track of entities in systems.</li>
<li><a href="https://github.com/alecthomas/entityx">EntityX</a>: a bitset based ECS that uses a single large matrix of components indexed with entities.</li>
<li><a href="https://github.com/richardbiely/gaia-ecs">Gaia-ECS</a>: a chunk based archetype ECS.</li>
<li><a href="https://github.com/pmbittner/Polypropylene">Polypropylene</a>: a hybrid solution between an ECS and dynamic mixins.</li>
</ul>
</li>
<li>C#<ul>
<li><a href="https://github.com/genaray/Arch">Arch</a>: a simple, fast and <em>unity entities</em> inspired archetype ECS with optional multithreading.</li>
<li><a href="https://github.com/sschmid/Entitas-CSharp">Entitas</a>: the ECS framework for C# and Unity, where <em>reactive systems</em> were invented.</li>
<li><a href="https://github.com/Leopotam/ecs">LeoECS</a>: simple lightweight C# Entity Component System framework.</li>
<li><a href="https://github.com/sebas77/Svelto.ECS">Svelto.ECS</a>: a very interesting platform agnostic and table based ECS framework.</li>
</ul>
</li>
<li>Go:<ul>
<li><a href="https://github.com/tutumagi/gecs">gecs</a>: a sparse sets based ECS inspired by <code>EnTT</code>.</li>
</ul>
</li>
<li>Javascript:<ul>
<li><a href="https://github.com/3mcd/javelin/tree/master/packages/ecs">@javelin/ecs</a>: an archetype ECS in TypeScript.</li>
<li><a href="https://github.com/MozillaReality/ecsy">ecsy</a>: I haven't had the time to investigate the underlying design of <code>ecsy</code> but it looks cool anyway.</li>
</ul>
</li>
<li>Perl:<ul>
<li><a href="https://gitlab.com/jjatria/perl-game-entities">Game::Entities</a>: a simple entity registry for ECS designs inspired by <code>EnTT</code>.</li>
</ul>
</li>
<li>Raku:<ul>
<li><a href="https://gitlab.com/jjatria/raku-game-entities">Game::Entities</a>: a simple entity registry for ECS designs inspired by <code>EnTT</code>.</li>
</ul>
</li>
<li>Rust:<ul>
<li><a href="https://github.com/TomGillen/legion">Legion</a>: a chunk based archetype ECS.</li>
<li><a href="https://github.com/leudz/shipyard">Shipyard</a>: it borrows some ideas from <code>EnTT</code> and offers a sparse sets based ECS with grouping functionalities.</li>
<li><a href="https://github.com/LechintanTudor/sparsey">Sparsey</a>: sparse set based ECS written in Rust.</li>
<li><a href="https://github.com/amethyst/specs">Specs</a>: a parallel ECS based mainly on hierarchical bitsets that allows different types of storage as needed.</li>
</ul>
</li>
<li>Zig<ul>
<li><a href="https://github.com/prime31/zig-ecs">zig-ecs</a>: a <em>zig-ification</em> of <code>EnTT</code>. </li>
</ul>
</li>
</ul>
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