Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

descriptionArch, a high-performance and bare minimum C# ECS.
cover.gitbook/assets/arch-banner-2.png
coverY547.5749999999999
layout
covertitledescriptiontableOfContentsoutlinepagination
visiblesize
true
hero
visible
true
visible
true
visible
true
visible
true
visible
true

🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

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Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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🌄 Why Arch?

Arch is a high-performance C# based Archetype & Chunks Entity Component System (ECS) for game development and data-oriented programming. To summarize:

🏎️ FAST

Best cache efficiency, iteration, and allocation speed. Plays in the same league as C++/Rust ECS Libs!

🚀 FASTER

Arch is on average quite faster than other ECS implemented in C#. Check out this Benchmark!

🤏 BARE MINIMUM

Not bloated, it's small and only provides the essentials for you!

☕️ SIMPLE

Promotes a clean, minimal, and self-explanatory API that is simple by design. Check out the Wiki!

💪 MAINTAINED

It's actively being worked on, maintained, and comes along several Extensions!

🚢 SUPPORT

Supports .NetStandard 2.1, .Net Core 8, and therefore you may use it with Unity, Godot or any other C#-Project!

Example

Put on your boots and give it a try, it's easier than you thought...

dotnet add PROJECT package Arch --version 2.1.0-beta

Then import Arch next, so that Arch and its methods are available to you...

usingArch;

And your journey can begin! Now let's take a quick look at a small example before you can dive in completely!

usingArch;// ComponentspublicrecordstructPosition(floatX,floatY);publicrecordstructVelocity(floatDx,floatDy);// Create a world and an entity with position and velocity.usingvarworld=World.Create();varplayer=world.Create(newPosition(0,0),newVelocity(1,1));// Enumerate all entities with Position & Velocity to move themvarquery=newQueryDescription().WithAll<Position,Velocity>();world.Query(inquery,(Entityentity,refPositionpos,refVelocityvel)=>{pos.X+=vel.Dx;pos.Y+=vel.Dy;Console.WriteLine($"Moved player: {entity.Id}");});

{% hint style="info" %} This example is just a foretaste, more syntax and API await you on your adventure! Even non-generic ones and some without lambdas! {% endhint %}

Next steps

Where to next? Arch is packed with features. Look at the documentation, play around with the examples or make yourself familiar with the Extensions. It's hard for me to let you go, but I'm so excited to see where it will take you.

Socials

Get involved!

Support this project!

But before you leave, take a moment to value this project. Do you notice anything? It is completely open source! You can contribute and change every aspect! So if you like it, leave a star and buy us a coffee to support further development!

About

No description, website, or topics provided.

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors