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Unity-Technologies
EntityComponentSystemSamples
C#2018–2021
Unity-Technologies / EntityComponentSystemSamples

EntityComponentSystemSamples

Discover this repository through its Hacker News conversations.

4Distinct people
4Mentions
0Explicit recommenders
8.2KGitHub stars
REPOSITORY AT A GLANCE

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What it is

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What people are saying

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

Also in these discussions

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 6:01:08 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 year4 dated mentions

Observed mentions: 2018-06-21 22:10:08 UTC to 2021-12-22 07:00:16 UTC.

0122018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 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
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC211
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101

What Hacker News says

1 sources
First: I won't pretend to be a Unity DOTS expert, but I have worked with it briefly. There are many similarities: 1. The general data model: entities, components, systems 2. Running systems in parallel 3. Archetypal ECS: a specific ECS storage strategy that groups entities of the same "data layout" together to increase cache friendliness during iteration. Bevy has a lot of query/filtering/change detection features that I haven't seen implemented the same way elsewhere. But I can't comment on whether or not Unity DOTS has those features because I don't have enough experience with it. I think we differ the most in UX. Wild (hard to verify) claim: I think Bevy has the most ergonomic ECS in existence. If you compare a Unity example (https://github.com/Unity-Technologies/EntityComponentSystemS...) to a Bevy example (https://github.com/bevyengi
Read the rest
ne/bevy/blob/master/examples/2d/s...), I think its clear which one is easier to read/write (especially when you factor in the fact that the Bevy example is fully self contained). But its also worth pointing out that Unity is still one of the _more_ ergonomic ECS-es out there. Its still pretty good.
In Bevy 0.4: data oriented game engine built in Rust

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