entt
pest
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entt | pest | |
---|---|---|
78 | 42 | |
9,351 | 4,313 | |
- | 1.7% | |
9.8 | 7.6 | |
6 days ago | 5 days ago | |
C++ | Rust | |
MIT License | Apache License 2.0 |
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entt
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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.
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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)
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Flecs – A fast entity component system for C and C++
https://github.com/skypjack/entt is a fantastic alternative; also, one of the most beautiful codebases/elegant designs I 've come across.
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Please roast my ECS implementation
As a way to force myself to learn more about game engines I've created asimov-ts. While doing it, I tried to refrain from looking at other ECS implementations as much as possible and use only more theoretical sources. As a result, I think it's a bit different from other stuff I've seen like EnTT and bevy_ecs.
pest
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nom > regex
And some related parser tools: - https://github.com/kevinmehall/rust-peg - https://github.com/pest-parser/pest - https://github.com/lalrpop/lalrpop
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Jasmine, A rust-like programming language that compiles to Java
I had recently completed the first year of my Computer Science class at school and will begin my second year soon. My schools' class forces the use of Java programming language, and I absolutely hated it. So, over the course of a little less than a month, I wrote my own programming language, in Rust (objectively best programming language), using pest, to be as similar to Rust as possible, but compiling to Java.
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What is the state of the art for creating domain-specific languages (DSLs) with Rust?
I second pest.rs. Using it is fairly intuitive and there's also a live playground on their website which is great for quickly developing and testing your AST (abstract syntax tree) parser for whatever language you're implementing.
I’ve been using pest for my own dsl resently. Couldn’t say if it’s state of the art or not, but it is definitely useful. https://pest.rs
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easy way to produce a parser
Give https://pest.rs a try.
- Is there a parsing library (lexer?) which can handle generic tokens?
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Thoughts on reimplementing an old MIDI scripting language in rust.
Maybe Pest or Nom for parsing the language.
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Template Engine with Rust and Regex?
I haven't written any template engines, but I imagine you'd want to use a proper parser generator like nom, pest, etc. to get the statefulness you need. As the famous StackOverflow answer says, you can't parse a non-regular language with a regular expression... or at least not the kind of "no lookahead/lookbehind" regex engine Rust uses.
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How to read binary files from the end in Rust?
But personally I would recommend something like Pest (which is still fairly popular). (Creates)
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Advice for a web app with 3d rendering
This was in C, and there it's a pointer arithmetic nightmare. Also, this was before I had any education in writing parsers. These days I'd probably just use a parser generator like pest.
What are some alternatives?
flecs - A fast entity component system (ECS) for C & C++
nom - Rust parser combinator framework
lalrpop - LR(1) parser generator for Rust
rust-peg - Parsing Expression Grammar (PEG) parser generator for Rust
Hazel - Hazel Engine
raylib - A simple and easy-to-use library to enjoy videogames programming
flecs-lua - Lua script host for flecs
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
UnrealCLR - Unreal Engine .NET 6 integration
Taskflow - A General-purpose Parallel and Heterogeneous Task Programming System
pom - PEG parser combinators using operator overloading without macros.
chumsky - Write expressive, high-performance parsers with ease.