An HTML5 JavaScript game engine using the entity-component design pattern for highly flexible and decoupled game development.
EntityJS is an HTML5 JavaScript game engine that utilizes the entity-component design pattern. It allows developers to create games by composing entities from reusable, decoupled components, avoiding the pitfalls of traditional class hierarchies. The engine includes a command-line interface for project scaffolding, testing, and building.
JavaScript developers and game creators looking for a flexible, component-based game engine for HTML5 projects, especially those who want to avoid tightly coupled code and 'god-classes'.
Developers choose EntityJS for its emphasis on flexibility and reusability through the entity-component pattern, which makes code more portable and maintainable compared to traditional class-based engines.
HTML5 entity-component game engine
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Decouples game logic into reusable components, avoiding tightly coupled classes and 'god-classes', as emphasized in the README's philosophy section.
Includes commands for creating games, components, tests, and building projects, streamlining development workflow, as shown in the Usage section with examples like 'entityjs new mygame'.
Supports QUnit with custom helpers for entities and simulated input, such as expectTrigger and keypress(), making testing robust, detailed in the QUnit Testing section.
Compatible with Tiled map editor for importing levels, accessible via simple code calls like re('level1.tmx'), as explained in the Tile Map Editor section.
The project is actively being rewritten from Ruby to Node.js, leading to potential breaking changes and incomplete documentation, as noted at the top of the README.
Current installation requires Ruby 1.8.1+, adding an extra setup hurdle and deterring developers not familiar with Ruby, despite plans to migrate.
Has a smaller community and fewer resources compared to popular engines, with sparse documentation beyond basics, limiting support for complex game features.