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amethyst
specs
Rust2016–2021
amethyst / specs

specs

Specs - Parallel ECS

5Distinct people
7Mentions
0Explicit recommenders
2.6KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Specs - Parallel ECS

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year7 dated mentions

Observed mentions: 2016-08-20 00:41:37 UTC to 2021-02-27 17:54:04 UTC.

01232016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20162017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC312
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101

What Hacker News says

7 sources
If you are making a game, instead of a game engine, you can have your cake and eat it too - https://godot-rust.github.io/ Allows you to pair Rust with Godot comfortably via gdnative. Then use one of the good ECS systems in Rust like - https://github.com/amethyst/specs or (archetype style ECS) https://github.com/amethyst/legion To get spun up on ECS in Rust I suggest - http://bfnightly.bracketproductions.com/rustbook/chapter_0.h... This won't get you a godot project but will get you a basic concepted game you can then port into godot-rust.
In Why isn't Godot an ECS-based game engine?
I'm not replying to detract from your point, because I agree with you whole heartedly that competing ecosystems are not mature enough to dethrown C++ if you're someone who is pragmatic and wants to get things done. C++ has an enormous number of high quality libraries with often no equivalents in competing languages. There are some compelling ECS frameworks emerging in Rust if anyone is interested, though. Legion -- https://github.com/amethyst/legion Hecs -- https://github.com/Ralith/hecs Shipyard -- https://github.com/leudz/shipyard Specs -- https://github.com/amethyst/specs Bevy -- https://github.com/bevyengine/bevy -- not strictly comparable as it's an entire game engine, but it's built around an (imo) more ergonomic fork of hecs. Some benchmarks -- https://github.com/rust-gamedev/ecs_bench_suite
In Std::visit is everything wrong with modern C++ (2017)
Most game source code I've seen has exhibited this "poorly designed" trait. Some because it was originally written in a single-threaded context and continued to provide shareholder value, and others because it didn't have high enough performance needs to utilize parallelism. I think that will slowly change over time though, especially for big-budget titles that want to scale with performance better. Architectures like Unity's Job System and the specs package in Rust[1] with a stronger emphasis on staged data processing can help with utilizing cores and cache. [1] https://github.com/slide-rs/specs
In AMD Announces 7nm Rome CPUs and MI60 GPUs

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