#ECS-based
Today we check out the incredibly unique and powerful open-source, ECS-based, C# powered, 2D game engine 'Murder'.

An amazing game engine project with a very stupid name!

gamefromscratch.com/murder-engin...

#gamedev #indiedev
Murder Engine - C# ECS 2D Game Engine – GameFromScratch.com
Hands-on with the C# powered open source 2D ECS (entity component system) based Murder Engine, a very unique game engine
gamefromscratch.com
May 27, 2025 at 3:33 PM
Today we check out an open-source C++ 23 cross-platform, ECS-based (that's a lot of hyphens) game engine called RavEngine. It's obscure, but quite interesting.
gamefromscratch.com/ravengine-c-...
#gamedev #indiedev
RavEngine C++ Game Engine – GameFromScratch.com
RavEngine is a cross platform C++ 23 based open-source game engine/framework that uses a modern ECS based design.
gamefromscratch.com
November 26, 2024 at 4:24 PM
Check your router updates and EOL, cable modem is a long story, set WiFi to WPA2/AES+WPA3/(optional or required PMF), set DNS to Quad9 ECS for malware filtering, know anything that sees its radio can infer your GPS location based on open maps of WiFi AP MAC's
What is best practice for hardening a home network?
June 28, 2026 at 4:26 AM
Bevy is Rust powered data-driven ECS based game framework, that lacks an editor.

Godot is the most popular open-source game engine with a robust editor.

What happens if we merge the two?
gamefromscratch.com/bevy-ecs-in-...

#gamedev #indiedev #GodotEngine #rust
Bevy ECS in Godot Engine – GameFromScratch.com
Bring the power of the Rust powered ECS oriented data-driven Bevy game framework to the Godot game engine with these two projects
gamefromscratch.com
May 22, 2025 at 2:38 PM
ECS refactor drop in #helios 🔧
Value-type GameObject handles, tag-based filtering, centralized component registration, plus new unit tests.
#gamedev #cpp #ecs #indiedev #gameengine #indiegames #enginedev
February 9, 2026 at 9:47 PM
#OTD in 1983, ECS‑1 launched aboard Ariane 1, Europe’s first step towards its own space-based communications 📶

From analogue signals to secure networks, the mission set the tone for Europe's present in space.

Today, IRIS² builds on that legacy by reinforcing Europe’s autonomy in orbit 👁️ 🔐
June 16, 2026 at 5:09 PM
Amazon ECS now supports AWS Graviton-based Spot compute with AWS Fargate

aws.amazon.com/about-aws/wh...
Amazon ECS now supports AWS Graviton-based Spot compute with AWS Fargate - AWS
Discover more about what's new at AWS with Amazon ECS now supports AWS Graviton-based Spot compute with AWS Fargate
aws.amazon.com
September 6, 2024 at 11:55 PM
Developing my turn-based roguelike "Ipyimm.Rebirth();" with Rust & Bevy! ⚙️

UI & shaders are now fully scripted with Rhai—no Rust recompiling to tweak HUDs or materials!

Rhai only handles state, leaving heavy logic & per-frame ops (tweens) to Rust so ECS stays fast.

#GameDev #RustLang #BevyEngine
August 8, 2026 at 10:58 PM
Also see figure TS.6 on ECS and global warming from different SSP based projections.

If the NASA CERES data is right, both Climate Sensitivity and (mainly aerosol) forcing are likely higher than IPCC estimates.
February 13, 2025 at 9:40 PM
🚨 Final section is going in before early access—covering entity management and representation:

- Inheritance-based
- Composition-based (ex. Unity's GameObject)
- Modern ECS and what it’s great for

Shoutout to @quaternius.bsky.social for the great assets!

👉
simondev.teachable.com/p/games-thre...
April 4, 2025 at 1:42 PM
John Leorid built a Unity ECS destruction system where buildings collapse based on how they're supported. 🧱

See how it works: jettelly.com/blog/realist...

#unity3d #gamedev #indiedev
July 8, 2026 at 5:03 PM
Locally, resources are available through groups like WAISN, NWIRP, and other community based organizations. Wherever you are, if you need assistance, reach out in your community. If you can offer assistance, now is the time to step up and step out.
January 27, 2026 at 11:07 PM
EntitiesDb, a performant, lightweight ECS library for C#! I've developed it to power the backend of my MMO games, and I'd love to keep it open for anyone wanting to learn the patterns and concepts!

github.com/Juiix/Entiti...

#dotnet #csharp #ecs #gamedev #indiedev #backend
GitHub - Juiix/EntitiesDb: A high-performance, cache-efficient Entity Component System (ECS) for C#. Features chunk-based storage, fast queries, source-generated iteration, multithreading, SIMD suppor...
A high-performance, cache-efficient Entity Component System (ECS) for C#. Features chunk-based storage, fast queries, source-generated iteration, multithreading, SIMD support, and zero external dep...
github.com
January 28, 2026 at 7:48 PM
I'm reasonably confident right now saying that physics are faster for me in ECS. I still see technical risk in things like using ECS with a voxel-based mesh collider that changes over time and isn't ECS-based; I'm also SO much slower using entities than GameObjects, though hopefully that will change
December 7, 2024 at 3:31 AM
Knowledge of the Endocannabinoid System (ECS) is spreading. People use #Cannabis #Hemp and extracts to maintain their lives based on the knowledge. But when they go to the doctor, it's a person who doesn't know what they're talking about. The ECS, discovered between 1988-1992, should be known by all
February 10, 2025 at 2:18 AM
finished my project assignment on the exploratory dev of an #ECS-based #gameengine. Now it’s time to refactor the remaining tech debt into more idiomatic ECS. Out with the old (SceneGraph), in with the new! (flat list of components sharing relationships)

#helios #indiedev #gamedev #indiegames
April 3, 2026 at 10:29 AM
❗ New: Predictive Scaling for Amazon ECS. This is seriously useful and powerful. ECS can now predict load based on usage patterns, and scale in anticipation. It works in parallel with target-tracking scaling, so your service still scales with spikes too.
Optimize compute resources on Amazon ECS with Predictive Scaling
Amazon ECS introduces Predictive Scaling, a new machine learning-powered auto scaling feature that proactively anticipates demand surges and adjusts task count...
buff.ly
November 22, 2024 at 7:56 AM
Longtime member and former ECS co-president Tom Biro was in an accident last night and is hospitalized. He cannot have visitors at this time. If you would like to do something to help and are able, please donate. Tom needs our support, let's rally behind him.
bloodworksnw.org/donate/eligi...
Blood Donation Requirements & Eligibility | Bloodworks Northwest
Learn about blood donation requirements and eligibility based on medical conditions, medications, vaccination history and more.
bloodworksnw.org
April 29, 2025 at 12:09 AM
Now streaming the development of my Colony Sim + RPG videogame "AVE VIRIATE"! ⚒️🤖⚔️

More ECS improvements this week! The architecture needs to change a little bit to accommodate the turn-based nature of the game.

Come join me!

www.twitch.tv/sorcerystory

#gamedev #indiedev #godotengine
August 4, 2026 at 2:02 PM
Now streaming the development of my Colony Sim + RPG videogame "AVE VIRIATE"! ⚒️🤖⚔️

Going to work a bit more on improving the command structure in my custom ECS so it can be effectively used in a turn-based configuration!

Come join me!

www.twitch.tv/sorcerystory

#gamedev #indiedev #godotengine
August 7, 2026 at 1:34 PM
Building on the foundation established with #helios, I’ve refactored the project into self-contained modules. helios::ecs now forms the base #ECS system for everything entity-related - w/ most inheritance based impls thrown overboard in favor of concepts.

#gamedev #enginedev #indiegames
May 24, 2026 at 3:45 PM
Now streaming the development of my Colony Sim + RPG videogame "AVE VIRIATE"! ⚒️🤖⚔️

Another week of ECS improvements! Still developing the turn-based workflow to add, remove, and change components of entities all at once!

Come join me!

www.twitch.tv/sorcerystory

#gamedev #indiedev #godotengine
August 11, 2026 at 1:35 PM
my solution for my data based object factory alternative to ECS is actually just mashing objects together and it's made my code so succinct. it's so easy to say, make an object work as a container. you just
January 24, 2026 at 2:51 AM
My favorite ECS-is-hard example is when I found that a synthesis of all the proposed emergent constraint ECS estimates based on CMIP5 models ended up giving the exact same ECS range as the unconstrained CMIP5 models 😛
November 2, 2023 at 5:22 PM