ecs-faq
embed
ecs-faq | embed | |
---|---|---|
21 | 3 | |
1,760 | 114 | |
- | - | |
6.0 | 0.0 | |
3 months ago | about 2 years ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
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.
ecs-faq
-
Show HN: Interactive ECS Systems/Component Explorer for Cities: Skylines 2
The Wikipedia article provides a broad overview, while this FAQ offers a more systematic exploration: https://github.com/SanderMertens/ecs-faq
-
Sparsey 0.11.0 Release - Better Performance
Sparsey is an Entity Component System focused on flexibility, conciseness and providing features exclusive to its sparse set-based implementation.
-
Beginner looking for code review : my ECS lib !
For further reading, here is a great article about these different approaches within Rust specifically: https://csherratt.github.io/blog/posts/specs-and-legion/ and here is a great general resource for commonly-used terms and techniques in ECS development: https://github.com/SanderMertens/ecs-faq
-
Ways to create game engines
Godot has a node based system (nodes can have child nodes linked to them, and there are different types of nodes for the type of functionality they represent). Another alternative could be a more OOP approach (utilising inheritance as the main means of extending functionality), not aware of any modern engines that take this approach anymore. It’s also worth noting that ECS implementations can differ wildly, this faq from the flecs creator has a good rundown on what some of different variants are.
-
Is ECS really the way to go in C++?
You might wanna take a look at https://github.com/SanderMertens/ecs-faq, it lays this all out better than I can.
-
Flecs 3.2, a high performance game development framework for C and C++ is out!
To find more about ECS, see the FAQ: https://github.com/SanderMertens/ecs-faq/blob/master/README.md
-
Functional relational programming model in Clojure(Script)
Using the relational model for app data in memory is really interesting.
Martin Fowler wrote about doing that as a way to get around the "object-relational mismatch" issue[1]. Richard Fabian describes "data-oriented design" as having a lot of overlap with the relational model[2]. ECSes becoming very popular in game engines are basically in-memory relational databases where "components" are "tables"[3].
[1]: https://martinfowler.com/bliki/OrmHate.html
[2]: https://dataorienteddesign.com/dodbook/
[3]: https://github.com/SanderMertens/ecs-faq#what-is-ecs
-
does an ECS system need unique identifier ( uuid ) ?
This is the ECS FAQ I'm currently using.
-
What are some things you have used ECS for?
While Unity's DOTS/ECS is positioned as solving performance issues for large numbers of objects, there are a number of other advantages. See https://github.com/SanderMertens/ecs-faq for a more in-depth look. IMHO the reusability and extensibility ECS encourages is as valuable as any performance increase. Compared to the GameObject style, which encourages random state mutations and side-effects, ECS enforces a more functional style, which results in code that is easier to reason about and test.
-
Dominion VS Artemis, the missing benchmarks (link in the comments)
thanks, i think a little more background on the ECS world will help you get the context, this is from the author of Flecs: https://github.com/SanderMertens/ecs-faq
embed
-
Changing the partition-table over the air
P.S. If you find the xxd foo.bin > foo.h/include foo.h thing icky and don't want to wait for #embed in C23 or C++26 (probably), you'll find that the binary representation of that table in memory is super straight-forward. You can put the source for your desired partition tables right in the source in ASCII and (especially with constexpr) parse/compile that down to the exact bag of bits that gen_esp32part would have made for you. Kids, don't try that at home, either!
-
GCC 13 Supports New C2x Features, Including nullptr, Enhanced Enumerations, and More
A test of embed with GCC is at https://github.com/ThePhD/embed/ and I can't wait for it to finally be available for use. It's the biggest priority for me in C23.
-
Can't figuring out how to create a simple level editor for a game library
If you're really determined to put everything in the binary, ELF Kickers has a handy CLI utility for it. You could also use the #embed reference compiler, but here be dragons.
What are some alternatives?
Node RED - Low-code programming for event-driven applications
Superstar-Game-Suite - A top-down 2D game creation suite for platforming, world building, and story telling.
dominion-ecs-java - Insanely fast ECS (Entity Component System) for Java
openmv - An open source metroidvania engine.
EntityComponentSystemSamples
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
ygopro - A script engine for "yu-gi-oh!" and sample gui
entityx - EntityX - A fast, type-safe C++ Entity-Component system
EntityComponentSystemS
flecs - A fast entity component system (ECS) for C & C++
Unreal-Minimum-Viable-Flecs - Minimum viable Flecs entity component system implementation in Unreal Engine.