Experimental ECS engine designed for meta-programming and next-level component patterns.
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Updated
Jan 2, 2026 - C++
Experimental ECS engine designed for meta-programming and next-level component patterns.
A type-safe, CRTP-based Singleton pattern in C++ with secure construction and proxy support.
Modular C# game engine with service-oriented architecture for event-based entity management and game interactions
C++ compile-time library for building type-safe operator pipelines and custom DSLs.
Step-by-step ECS experiments in C#, exploring different component storage strategies, system designs, and performance trade-offs
Header-only C++ library providing a powerful and flexible compile-time typelist for type-safe manipulation, transformation, filtering, and analysis.
Compile-time C++ experimental ECS engine with CRTP mixin stacks and zero-overhead system pipelines.
A clean, flexible ECS framework in C#, made for fast prototyping and tinkering with gameplay logic.
A lightweight, ultra-modular C++ ECS framework for building flexible and efficient entity systems.
Lightweight C++ sparse set for fast component access in an ECS architecture.
Minimal C++ raw allocator for contiguous memory with manual object construction and destruction.
Compile-time C++ lifecycle hook system with CRTP and zero-overhead hooks.
High-performance minimal C++ ECS with cache-friendly design for fast, modular entity management.
A small playground for CRTP printers, variadic TMP tricks, and static dispatch patterns.
Experimental pointer for those who enjoy living on the edge of memory safety.
A C++ compile-time state machine with a transition table and entry iteration, still in development but promising.
A small 2D game engine made with SDL2 in C++ meant to reflect my learning journey in programming and object-oriented design
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