Hazel
entt
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Hazel | entt | |
---|---|---|
9 | 79 | |
11,179 | 9,428 | |
- | - | |
2.0 | 9.8 | |
about 2 months ago | 7 days ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Hazel
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How I Added Continuous Integration (CI) to a C++ Project
I used a workflow template for MSBuild-based projects. When doing this lab exercise I referred to this video by TheCherno, who used the same template for his Hazel Game Engine developed using Visual Studio. The Microsoft Build Engine, MSBuild, is what Visual Studio uses to load and build managed projects. Since I'm also developing my project using Visual Studio, this template seemed like the best option.
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Recommendations on how to start a small Vulkan project
Don't write a full blown abstraction, you won't use it. Also Hazel is a great game engine which relies on Vulkan that you could use as well.
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Is it worth building a game engine?
And sometimes I feel like 50% of those are copy-pasted from Hazel, which is also far from being commercially viable, despite its popularity.
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Where are uint64_t and size_t coming from ?
They're coming from the precompiled header in that project: https://github.com/TheCherno/Hazel/blob/dcdbfe13ac1d06a1650f66719cb4f79ecf310c85/Hazel/src/hzpch.h
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people working in C++ game dev, I need help and advice
https://github.com/TheCherno/Hazel there's a youtube series following the development of this engine, and other useful series on the same channel
- Creating a program that creates programs
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The engine featuring Mednafen
Also, I just created premake configurations for the Vulkan SDK. Actually, this is only for the shader compiler and spirv-cross, so there might be more stuff from the SDK to be added.
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Object-Oriented Entity-Component-System Design
IIRC, all those engines provide an ECS that could be compared to entt.
Also, there is Hazel[0] which is based on entt and is the subject of an amazing youtube series[1].
IMHO, tinier means less features, at that point what could be considered comparable?
[0] - https://github.com/TheCherno/Hazel
entt
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Using Jolt with flecs & Dear ImGui: Game Physics Introspection
EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
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Focus: A simple and fast text editor written in Jai
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.
Some walkthrough:
Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure
Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.
Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion
Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.
The rest of the code is just some basic test code that runs the thing.
- Crash Course: entity component system
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Introducing Ecsact
Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
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Sharing Saturday #472
Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
- Where can I find the juiciest, most complex and modern c++ code?
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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any resources for expanding on ECS?
For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
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DynaMix 2.0.0 Released
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
- Flecs – A fast entity component system for C and C++
What are some alternatives?
gfxRenderEngine - A graphics rendering engine
flecs - A fast entity component system (ECS) for C & C++
froggy - Component Graph System experiment
raylib - A simple and easy-to-use library to enjoy videogames programming
Ahk2Exe - Official AutoHotkey script compiler - written itself in AutoHotkey
flecs-lua - Lua script host for flecs
marley - "Many Awesome Retro Linux Emulators, Yay!" -- A bundle of gaming console emulators for the x86_64 Linux platform
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
habitat - Modern applications with built-in automation
UnrealCLR - Unreal Engine .NET 6 integration
Vulkan-Samples - One stop solution for all Vulkan samples
Taskflow - A General-purpose Parallel and Heterogeneous Task Programming System