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Arch.LowLevel 1.1.5

dotnet add package Arch.LowLevel --version 1.1.5
 
 
NuGet\Install-Package Arch.LowLevel -Version 1.1.5
 
 
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Arch.LowLevel" Version="1.1.5" />
 
 
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Arch.LowLevel" Version="1.1.5" />
 
Directory.Packages.props
<PackageReference Include="Arch.LowLevel" />
 
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Arch.LowLevel --version 1.1.5
 
 
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: Arch.LowLevel, 1.1.5"
 
 
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Arch.LowLevel@1.1.5
 
 
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Arch.LowLevel&version=1.1.5
 
Install as a Cake Addin
#tool nuget:?package=Arch.LowLevel&version=1.1.5
 
Install as a Cake Tool
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

Arch.Extended

👁 Maintenance
👁 Nuget
👁 License
👁 C#

Extensions for Arch with some useful features like Systems, Source Generator and Utils.

  • 🛠️ Productive > Adds some useful tools and features to the main repository!
  • ☕️ SIMPLE > Works easily, reliably and understandably!
  • 💪 MAINTAINED > It's actively being worked on, maintained, and supported!
  • 🚢 SUPPORT > Supports .NetStandard 2.1, .Net Core 6 and 7 and therefore you may use it with Unity or Godot!

Download the packages and get started today!

dotnet add package Arch.System --version 1.1.0
dotnet add package Arch.System.SourceGenerator --version 2.0.0
dotnet add package Arch.EventBus --version 1.0.2
dotnet add package Arch.LowLevel --version 1.1.5
dotnet add package Arch.Relationships --version 1.0.0
dotnet add package Arch.Persistence --version 2.0.0
dotnet add package Arch.AOT.SourceGenerator --version 1.0.1

Features & Tools

  • ⚙️ Systems > By means of systems, it is now easy to organize, reuse and arrange queries.
  • ✍️ Source Generator > Declarative syntax using attributes and source generator, let your queries write themselves!
  • ✉️ EventBus > A source generated EventBus, send Events with high-performance!
  • 👾 LowLevel > Low-level utils and data structures to get rid of GC pressure!
  • 💑 Relationships > Adds simple relationships between entities to arch!
  • 💾 Persistence > JSON and Binary (de)serialization to persist your Worlds!
  • AOT Source Generator > Helps with AOT compatibility and reduces boilerplate code!

Check the links and the Wiki!

Full code sample

With this package you are able to write and group queries and systems for Arch automatically. And all this with the best possible performance.

The tools can be used independently of each other.

// Components ( ignore the formatting, this saves space )
public struct Position{ float X, Y };
public struct Velocity{ float Dx, Dy };

// BaseSystem provides several useful methods for interacting and structuring systems
public class MovementSystem : BaseSystem<World, float>
{
 public MovementSystem(World world) : base(world) {}
 
 // Generates a query and calls that one automatically on BaseSystem.Update
 [Query]
 public void Move([Data] in float time, ref Position pos, ref Velocity vel)
 {
 pos.X += time * vel.X;
 pos.Y += time * vel.Y;
 }
 
 // Generates and filters a query and calls that one automatically on BaseSystem.Update in order
 [Query]
 [All<Player, Mob>, Any<Idle, Moving>, None<Alive>] // Attributes also accept non generics :) 
 public void ResetVelocity(ref Velocity vel)
 {
 vel = new Velocity{ X = 0, Y = 0 };
 }
}

public class Game 
{
 public static void Main(string[] args) 
 { 
 var deltaTime = 0.05f; // This is mostly given by engines, frameworks
 
 // Create a world and a group of systems which will be controlled 
 var world = World.Create();
 var _systems = new Group<float>(
 "Systems",
 new MovementSystem(world), // Run in order
 new MyOtherSystem(...),
 ...
 );
 
 _systems.Initialize(); // Inits all registered systems
 _systems.BeforeUpdate(in deltaTime); // Calls .BeforeUpdate on all systems ( can be overriden )
 _systems.Update(in deltaTime); // Calls .Update on all systems ( can be overriden )
 _systems.AfterUpdate(in deltaTime); // Calls .AfterUpdate on all System ( can be overriden )
 _systems.Dispose(); // Calls .Dispose on all systems ( can be overriden )
 }
}
Product Versions Compatible and additional computed target framework versions.
.NET net5.0 net5.0 was computed.  net5.0-windows net5.0-windows was computed.  net6.0 net6.0 is compatible.  net6.0-android net6.0-android was computed.  net6.0-ios net6.0-ios was computed.  net6.0-maccatalyst net6.0-maccatalyst was computed.  net6.0-macos net6.0-macos was computed.  net6.0-tvos net6.0-tvos was computed.  net6.0-windows net6.0-windows was computed.  net7.0 net7.0 is compatible.  net7.0-android net7.0-android was computed.  net7.0-ios net7.0-ios was computed.  net7.0-maccatalyst net7.0-maccatalyst was computed.  net7.0-macos net7.0-macos was computed.  net7.0-tvos net7.0-tvos was computed.  net7.0-windows net7.0-windows was computed.  net8.0 net8.0 was computed.  net8.0-android net8.0-android was computed.  net8.0-browser net8.0-browser was computed.  net8.0-ios net8.0-ios was computed.  net8.0-maccatalyst net8.0-maccatalyst was computed.  net8.0-macos net8.0-macos was computed.  net8.0-tvos net8.0-tvos was computed.  net8.0-windows net8.0-windows was computed.  net9.0 net9.0 was computed.  net9.0-android net9.0-android was computed.  net9.0-browser net9.0-browser was computed.  net9.0-ios net9.0-ios was computed.  net9.0-maccatalyst net9.0-maccatalyst was computed.  net9.0-macos net9.0-macos was computed.  net9.0-tvos net9.0-tvos was computed.  net9.0-windows net9.0-windows was computed.  net10.0 net10.0 was computed.  net10.0-android net10.0-android was computed.  net10.0-browser net10.0-browser was computed.  net10.0-ios net10.0-ios was computed.  net10.0-maccatalyst net10.0-maccatalyst was computed.  net10.0-macos net10.0-macos was computed.  net10.0-tvos net10.0-tvos was computed.  net10.0-windows net10.0-windows was computed. 
.NET Core netcoreapp3.0 netcoreapp3.0 was computed.  netcoreapp3.1 netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 netstandard2.1 is compatible. 
MonoAndroid monoandroid monoandroid was computed. 
MonoMac monomac monomac was computed. 
MonoTouch monotouch monotouch was computed. 
Tizen tizen60 tizen60 was computed. 
Xamarin.iOS xamarinios xamarinios was computed. 
Xamarin.Mac xamarinmac xamarinmac was computed. 
Xamarin.TVOS xamarintvos xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (7)

Showing the top 5 NuGet packages that depend on Arch.LowLevel:

Package Downloads
Arch

A high performance c# net.7 and net.8 archetype based ECS ( Entity component system ).

LayerBase

高性能一体化游戏架构框架。集成模块化层级、轻量级 DI、异步任务(LBTask)与超极速事件总线。专为 Godot/Unity 优化。

Pixillery.Core

The core library for the Pixillery game engine which all other Pixillery engine packages depend on.

ABEngine.Arch

A high performance c# net.6 and net.7 archetype based ECS ( Entity component system ).

ZeroGdk.Server

A high-performance C# library that powers the server side of the ZeroGdk framework, offering advanced connection management, an Arch-based ECS, and real-time entity networking for scalable multiplayer game servers.

GitHub repositories (2)

Showing the top 2 popular GitHub repositories that depend on Arch.LowLevel:

Repository Stars
genaray/Arch
A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading.
annulusgames/Arch.Unity
Arch ECS integration for Unity.
Version Downloads Last Updated
1.1.5 35,478 4/14/2025
1.1.4 449 4/14/2025
1.1.3 10,648 8/8/2024
1.1.1 1,187 6/12/2024
1.1.0 27,435 11/20/2023
1.0.9 586 10/18/2023
1.0.8 3,940 10/4/2023
1.0.3 420 8/16/2023
1.0.2 729 3/27/2023
1.0.1 374 3/14/2023
1.0.0 376 3/14/2023

Refactored JaggedArrays.
Increased performance of JaggedArrays.
Added Array, a new class that acts as a Wrapper around normal generic Arrays for unsafe operations.
Added tests.
Bug fixes.