Friflo.Engine.ECS.Generators
3.6.0
Prefix Reserved
dotnet add package Friflo.Engine.ECS.Generators --version 3.6.0
NuGet\Install-Package Friflo.Engine.ECS.Generators -Version 3.6.0
<PackageReference Include="Friflo.Engine.ECS.Generators" Version="3.6.0" />
<PackageVersion Include="Friflo.Engine.ECS.Generators" Version="3.6.0" />
<PackageReference Include="Friflo.Engine.ECS.Generators" />
paket add Friflo.Engine.ECS.Generators --version 3.6.0
#r "nuget: Friflo.Engine.ECS.Generators, 3.6.0"
#:package Friflo.Engine.ECS.Generators@3.6.0
#addin nuget:?package=Friflo.Engine.ECS.Generators&version=3.6.0
#tool nuget:?package=Friflo.Engine.ECS.Generators&version=3.6.0
Friflo.Engine.ECS
High Performance C# ECS - Entity Component System.
The ECS for finishers đ
Feature highlights
- Simple API - no boilerplate, rock-solid đż and bulletproof đĄïž
- High-performance đ„ compact ECS
- Low memory footprint đŁ. Create 100.000.000 entities in 1.5 sec
- Zero ⊰ allocations after buffers are large enough. No struct boxing
- High performant / type-safe queries â
- Efficient multithreaded queries â¶
- Entity component Search in O(1) â
- Fast batch / bulk operations â©
- Command buffers / deferred operations âïž
- Entity relationships and relations â
- Entity hierarchy / tree âȘȘ
- Fully reactive / entity events âĄ
- Systems / System groups âïž
- Watch entities, components, relations, tags, query results, systems, ... in debugger đ
- JSON Serialization đż
- SIMD Support đ§ź
- Supports .NET Standard 2.1 .NET 5 .NET 6 .NET 7 .NET 8
WASM / WebAssembly, Unity (Mono, AOT/IL2CPP, WebGL), Godot, MonoGame, ... and Native AOT - 100% secure C# đ. No unsafe code, native dll bindings and access violations. See Wiki â Library.
More at GitHub README.md
What is an ECS?
An entity-component-system (ECS) is a software architecture pattern. See ECS â
Wikipedia.
It is often used in the Gaming industry - e.g. Minecraft - and used for high performant data processing.
An ECS provide two strengths:
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.
Learn more about Target Frameworks and .NET Standard.
-
.NETStandard 2.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 3.6.0 | 110 | 3/23/2026 |
| 3.6.0-preview.2 | 42 | 3/22/2026 |
| 3.6.0-preview.1 | 45 | 3/20/2026 |