entt
minisketch
entt | minisketch | |
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79 | 10 | |
9,469 | 301 | |
- | - | |
9.8 | 0.0 | |
8 days ago | 5 days ago | |
C++ | C++ | |
MIT License | MIT License |
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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++
minisketch
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Invertible Bloom Lookup Tables with Less Randomness and Memory
Anyone interested in IBLT with low failure probablity should also be aware of pinsketch and, particularly, our implementation of it: minisketch ( https://github.com/sipa/minisketch/ ).
Our implementation communicates a difference of N b-bit entries with exactly N*b bits with 100% success. The cost for this communications efficiency and reliability is that the decoder takes CPU time quadratic in N, instead of IBLT's linear decoder. However, when N is usually small, if the implementation is fast this can be fine -- especially since you wouldn't normally want to use set recon unless you were communications limited.
Pinsketches and iblt can also be combined-- one can use pinsketches as the cells of an iblt and one can also use a small pinsketch to improve the failure rate of an iblt (since when a correctly sized IBLT fails, it's usually just due to a single undecodable cycle).
- Minisketch: an optimized library for BCH-based set reconciliation
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Peer-to-Peer Encrypted Messaging
Since the protocol appears to use adhoc synchronization, the authors might be interested in https://github.com/sipa/minisketch/ which is a library that implements a data structure (pinsketch) that allows two parties to synchronize their sets of m b-bit elements which differ by c entries using only b*c bits. A naive protocol would use m*b bits instead, which is potentially much larger.
I'd guess that under normal usage the message densities probably don't justify such efficient means-- we developed this library for use in bitcoin targeting rates on the order of a dozen new messages per second and where every participant has many peers with potentially differing sets--, but it's still probably worth being aware of. The pinsketch is always equal or more efficient than a naive approach, but may not be worth the complexity.
The somewhat better known IBLT data structure has constant overheads that make it less efficient than even naive synchronization until the set differences are fairly large (particular when the element hashes are small); so some applications that evaluated and eschewed IBLT might find pinsketch applicable.
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Ask HN: What are some 'cool' but obscure data structures you know about?
I love the set reconciliation structures like the IBLT (Iterative Bloom Lookup Table) and BCH set digests like minisketch.
https://github.com/sipa/minisketch
Lets say you have a set of a billion items. Someone else has mostly the same set but they differ by 10 items. These let you exchange messages that would fit in one UDP packet to reconcile the sets.
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Here is how Ethereum COULD scale without increasing centralisation and without depending on layer two's.
Sipa is working on a better version of that for a while. The technical term is a "set reconciliation protocol", but Bitcoin Core been doing a more basic version of this for a while. Note that the "BCH" there isn't the same as Bcash
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ish: Sketches for Zig
I'd also have to say that Zig is a pretty neat library for this. In order to implement PBS I needed the MiniSketch-library (written in C/C++) and I'll have to say that integrating with it has been a breeze. Some fiddling in build.zig so that I can avoid Makefile, and after that everything has worked amazingly.
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The Pinecone Overlay Network
Networks that need to constrain themselves to limited typologies to avoid traffic magnification do so at the expense of robustness, especially against active attackers that grind their identifiers to gain privileged positions.
Maybe this is a space where efficient reconciliation ( https://github.com/sipa/minisketch/ ) could help-- certainly if the goal were to flood messages to participants reconciliation can give almost optimal communication without compromising robustness.
- Is it any easier to find A, B such that sha256(A) ^ sha256(B) = sha256(C)?
What are some alternatives?
flecs - A fast entity component system (ECS) for C & C++
wormhole-william-mobile - End-to-end encrypted file transfer for Android and iOS. A Magic Wormhole Mobile client.
Hazel - Hazel Engine
ctrie-java - Java implementation of a concurrent trie
raylib - A simple and easy-to-use library to enjoy videogames programming
t-digest - A new data structure for accurate on-line accumulation of rank-based statistics such as quantiles and trimmed means
flecs-lua - Lua script host for flecs
tries-T9-Prediction - Its artificial intelligence algorithm of T9 mobile
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
sdsl-lite - Succinct Data Structure Library 2.0
UnrealCLR - Unreal Engine .NET 6 integration
ann-benchmarks - Benchmarks of approximate nearest neighbor libraries in Python