# Similar projects
There are many projects similar to `EnTT`, both open source and not.
Some even borrowed some ideas from this library and expressed them in different
languages.
Others developed different architectures from scratch and therefore offer
alternative solutions with their pros and cons.
Below an incomplete list of those that I've come across so far.
If some terms or designs aren't clear, I recommend referring to the
[_ECS Back and Forth_](https://skypjack.github.io/tags/#ecs) series for all the
details.
I hope this list can grow much more in the future:
* C:
* [destral_ecs](https://github.com/roig/destral_ecs): a single-file ECS based
on sparse sets.
* [Diana](https://github.com/discoloda/Diana): an ECS that uses sparse sets to
keep track of entities in systems.
* [Flecs](https://github.com/SanderMertens/flecs): a multithreaded archetype
ECS based on semi-contiguous arrays rather than chunks.
* [lent](https://github.com/nem0/lent): the Donald Trump of the ECS libraries.
* C++:
* [decs](https://github.com/vblanco20-1/decs): a chunk based archetype ECS.
* [ecst](https://github.com/SuperV1234/ecst): a multithreaded compile-time
ECS that uses sparse sets to keep track of entities in systems.
* [EntityX](https://github.com/alecthomas/entityx): a bitset based ECS that
uses a single large matrix of components indexed with entities.
* [Gaia-ECS](https://github.com/richardbiely/gaia-ecs): a chunk based
archetype ECS.
* [Polypropylene](https://github.com/pmbittner/Polypropylene): a hybrid
solution between an ECS and dynamic mixins.
* C#
* [Entitas](https://github.com/sschmid/Entitas-CSharp): the ECS framework for
C# and Unity, where _reactive systems_ were invented.
* [LeoECS](https://github.com/Leopotam/ecs): simple lightweight C# Entity
Component System framework.
* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS): a very interesting
platform agnostic and table based ECS framework.
* Go:
* [gecs](https://github.com/tutumagi/gecs): a sparse sets based ECS inspired
by `EnTT`.
* Javascript:
* [\@javelin/ecs](https://github.com/3mcd/javelin/tree/master/packages/ecs):
an archetype ECS in TypeScript.
* [ecsy](https://github.com/MozillaReality/ecsy): I haven't had the time to
investigate the underlying design of `ecsy` but it looks cool anyway.
* Perl:
* [Game::Entities](https://gitlab.com/jjatria/perl-game-entities): a simple
entity registry for ECS designs inspired by `EnTT`.
* Raku:
* [Game::Entities](https://gitlab.com/jjatria/raku-game-entities): a simple
entity registry for ECS designs inspired by `EnTT`.
* Rust:
* [Legion](https://github.com/TomGillen/legion): a chunk based archetype ECS.
* [Shipyard](https://github.com/leudz/shipyard): it borrows some ideas from
`EnTT` and offers a sparse sets based ECS with grouping functionalities.
* [Sparsey](https://github.com/LechintanTudor/sparsey): sparse set based ECS
written in Rust.
* [Specs](https://github.com/amethyst/specs): a parallel ECS based mainly on
hierarchical bitsets that allows different types of storage as needed.
* Zig
* [zig-ecs](https://github.com/prime31/zig-ecs): a _zig-ification_ of `EnTT`.
If you know of other resources out there that can be of interest for the reader,
feel free to open an issue or a PR and I'll be glad to add them to this page.