Are we game yet?

Entity Component Systems

For some reason there are quite a few ECS implemented in Rust, though at this point in time specs is likely the most actively worked on.

Crates

specs

Parallel Entity-Component System. Specs is a parallel ECS in Rust. It combines the performance of the beast with the flexibility of a cat. Objectives:

  • Automatically parallelize workload, while following Rust ownership rules applied to the components.
  • Do not restrict the storage implementation for a particular component.
  • Place no constraints onto the component types themselves, allow defining them in user modules.
  • Have low overhead, high safety, and optimal ergonomics.

ecs

An Entity Component System (ECS) Framework.

No gitter
recs

Simple, flexible, macro-free entity-component system in pure (stable!) Rust.

No gitter
ecs-rs

A super-simple entity-component system in Rust

No gitter
eccles

An Entity Component System in Rust focusing on speed and user-friendliness

No gitter
entity_rust

Event driven CES framework for Rust with a macro DSL

No gitter
tinyecs

Tiny entity component system

No gitter
trex

The Rust Entity Component System

No gitter

Contribute

Do you know about a missing crate? Did you launch a new crate?

Please create an issue or a pull request.

Looking for a library you can't find here? Try asking on the chat.