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A high performance, low memory usage, archetyped based EC framework/ECS library for C#.

Whaaaat?! Aren't there enough ECS libraries out there!

While Frent's implementation is an archetype based ECS, thats not why Frent was made. Frent is primarily an EC framework - Entity Component framework - that allows you to easily use composition for code reuse rather than inheritance with minimal boilerplate. Write components that include behavior, lifetime management, and events while enjoying all the performance benefits of an ECS.

Want to write systems anyways? Frent also has a Systems API that allows you to query entities in the style of an ECS.

Warning

Frent is still in beta and is not completely stable.

Quick Example

using Frent;
using Frent.Systems;
using Frent.Components;
using System.Numerics;

using World world = new World();
Entity entity = world.Create<Position, Velocity>(new(Vector2.Zero), new(Vector2.One));

//Call Update to run the update functions of your components
world.Update();

// Position is (1, 1)
Console.WriteLine(entity.Get<Position>());

record struct Position(Vector2 Value);
record struct Velocity(Vector2 Delta) : IComponent<Position>
{
    public void Update(ref Position position) => position.Value += Delta;
}

Wanna learn more? Dive into the docs or check out the Interactive Demo!

There is also samples for Monogame, Unity and Godot.

Performance

Frent is a lot faster than most C# ECS implementations - Benchmark.

Features

  • Tiny entity struct the size of 8 bytes
  • Up to 127 components per entity
  • struct & class as components
  • Pass in uniform data automatically e.g., deltaTime
  • AOT Compatible & Zero reflection
  • Tags
  • Events
  • Command buffer
  • Multithreading
  • Automatic structual change management
  • EntityMarshal and WorldMarshal for even faster speeds!

Contributing

Wanna help?

Report bugs, suggest APIs, and give general feedback. Just open an issue before starting a large feature.