import{_ as e,c as t,o as s,d as a}from"./app.99998402.js";const o="/assets/screenshot.78830a30.png",n="/assets/debug.0a8c47b7.png",r="/assets/sandsoftime.ba63f865.png",w=JSON.parse('{"title":"V-ecs","description":"","frontmatter":{"title":"V-ecs"},"headers":[],"relativePath":"projects/vecs/index.md","lastUpdated":1677122975000}'),i={name:"projects/vecs/index.md"},d=a('

V-ecs

V-ecs Screenshot

V-ecs (pronounced "Vex") is a Vulkan-based engine I made for making highly moddable games and tools in Lua centered around the ECS design pattern and a work-stealing job system.

The engine works with "worlds", which are collections of systems and renderers. The engine comes with several worlds using systems and renderers I made, including a voxel world, an incremental game, and some test scenes. All of these include systems to render the fps as well as show a debug console by typing the grave key (`). The default world is a title screen that detects any worlds in the "worlds" folder and displays a button for each of them.

Debug Menu

The original plans were to eventually put it on the steam workshop so people could more easily share their creations amongst each other, but I never became happy enough with the performance of the engine - the parallelization of the lua code involved a lot of overhead that severely limited performance.

Instead, I made a couple of worlds by myself - an infinite procedurally generated voxel world, a simple incremental game, and a more complex incremental game I call "Sands of Time".

Sands of Time

',8),l=[d];function c(p,h,m,u,_,g){return s(),t("div",null,l)}const y=e(i,[["render",c]]);export{w as __pageData,y as default};