
Benchmarks show up to 5.7x faster component lookups and nearly 3x faster tag checks per 100 operations.
Actors are upgraded GameObjects with inheritance, lifecycle hooks, a dependency system, and multi-tagging. Specialized types like CharacterActor and PhysicalActor add built-in features such as health, armor, ragdolls, and impact-based damage.
Components inherit from ComponentBase, giving them access to owner Actors, initialization order, and component tags. Pre-built components include a feature-rich ProjectileMovementComponent, a RadialForceComponent for physics impulses, and bone-based Hitbox components with custom multipliers.
Subsystems provide structured entry points for global logic. SceneSubsystems run when levels start, while GameInstanceSubsystems persist across the entire game. Built-in subsystems include pooling, delay scheduling, combat coordination, and lifecycle management.
A rich utility library ships with helpers and extensions for coroutines, NavMesh, UI, math, and world queries. The framework also includes a central GameSystem that manages initialization and provides global APIs such as GetSubsystem<T>(), ApplyDamage(), and ApplyRadialDamage().
Designed, developed, profiled, and documented the entire framework.
I'm considering making it open source for everyone to try and contribute. Reach out if you'd like to test it or give feedback.