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Yes custom engine or no-engine projects are supported although its a bit more work to get started. You'll mostly be working with the ecsact CLI to do code generation and build a shared library for the ecsact runtime based on your .ecsact files.
Here's a couple resources you might be interested in
This should generate a shared library called your_ecsact_runtime.dll on windows and your_ecsact_runtime.so on linux.
NOTE: it is crucial that both codegen and runtime are built with the same ecsact files!
After building the runtime you'll have to do a little marshaling of the C API which can be quite involved. We've done it once for the unity integration and you can use it as inspiration https://github.com/ecsact-dev/ecsact_unity/blob/release/Runtime/EcsactRuntime.cs#L2695-L2700. I think at some point we might need to create a general wrapper that isn't unity specific to help out all you C# folks :)
All that being said we are more than happy to help you further. Either keep posting here or give us a shout on our discord https://discord.gg/vKxQztg7gB
First of all I would like to say this is a awesome project.
Also I would like to use then in my own game engine.
Can this support Custom Engines like stuff made in Silk.NET?
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