Baseline architectural lessons for Rust + Bevy ECS consumers. ADR-097 Stage 1 pilot. Numeric safety, compile-time discipline, ECS hot-path patterns, schedule edges, determinism fixtures, test-vs-production parity.
A Device API references WebGPU implementations
A simple server to manage multiple Node services
Pure JavaScript game engine. Fully featured and production ready.
underscore-contrib ==================
It doesn't provide `THE BEST PERFORMANCE` but I think it is easy to understand.
Bevy Remote Protocol Client
The brass buckles on lodash's utility belt
This was a challange for me, I have never created an ECS before and wanted to test myself. It doesn't provide `THE BEST PERFORMANCE` but I think it is easy to understand.
A type-based, components-first, fully async batteries-included ECS, which is optimized for simulation needs. There's a big emphasis on developer experience, like type-hinting and auto-completions. Sim-ecs will run in NodeJS, Deno, BunJS and the browser
CLI tool for Bevy game engine project configuration
SDK7 Template scene
A collection of set-theoretic declarative-first APIs for yargs and Black Flag
TypeScript type definitions for Bevy Remote Wasm
A Networking Library, inspired by BridgeNet2 & Bevy_Renet, made for ECS.
Bevy grammar for tree-sitter
A boilerplate to get started quickly with Anthology.scss. Fork it and grow it with your brand!
Amazingly short non-sequential url-friendly unique id generator.
A lightweight, TypeScript-based implementation of Bevy.
Local Bevy helper that reads Cargo.toml and examples from local registry
Game dev AI assistant — MCP server with 950+ docs across 29 engines, structured workflows, and guidance for game developers.
Small game engine / ECS system written in typescript. A lot of it is still very hacky but this is just a hobby project so I'm not too worried about it.
Sciurus Engine's entity component system
The Entity Component System for NovaJS