kota's memex

ECS ("Entity Component System") describes a design approach which promotes code reusability by separating data from behavior. Data is often stored in cache-friendly ways which benefits performance.

https://github.com/SanderMertens/ecs-faq

I find it to be a much more natural way to represent a game world compared to the more common rigid and unnatural hierarchies used in object oriented programming.

bevy

A modular and modern ECS game engine written in rust.