flecs
SDL
flecs | SDL | |
---|---|---|
50 | 9 | |
6,936 | 389 | |
2.6% | 0.0% | |
9.7 | 4.8 | |
3 days ago | about 4 years ago | |
C | C | |
GNU General Public License v3.0 or later | 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.
flecs
- Flecs – A fast entity component system (ECS) for C and C++
- Flecs is a fast and lightweight Entity Component System that lets you build game
-
ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
-
Databases are the endgame for data-oriented design
Flecs does just that: https://ajmmertens.medium.com/why-it-is-time-to-start-thinking-of-games-as-databases-e7971da33ac3
-
What's your way to create an ECS?
I'm trying to optimize my workflow as much as possible, and came across this thing called an ECS. After doing a little bit more digging I found some decent guides on how you would make one, I also found one premade called FLECS. FLECS is nice and all, but I was looking for something more simple that just has the bare bones of what I need and is also configurable. I haven't been able to really find anything like that, so I was wondering if anyone had an example of maybe their way of implementing an ECS. I know how to go about it, but I'm unsure of exactly what the code would look like.
-
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.
-
Prolog for future AI
Repository: https://github.com/SanderMertens/flecs
-
An in-game query engine heavily inspired by prolog
This is the project: https://github.com/SanderMertens/flecs (query engine implementation lives here: https://github.com/SanderMertens/flecs/tree/master/src/addons/rules)
-
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.
-
What's the hot tech stack these days?
If I knew C++ and I'd heard about it before I started my current project, I would have been tempted to use this https://github.com/SanderMertens/flecs which can be built to WASM. Of course you still need JavaScript in the front end to link to the WASM part. I've recently been using esbuild to bundle my front end code, which does a pretty similar job to webpack, but is a bit faster.
SDL
-
Ask HN: What is the SDL.h file in SuperTux?
I don't know for sure, but could it be this?
https://github.com/libsdl-org/SDL
-
How to choose a front end / control kit pairing for multi cabinet?
The kit has been fun. My daughter loved helping me wire it up to a dummy box, and we decided its worth moving forward with a desktop cabinet build. I don't have a raspberry pi and can't find one, so we're using a 2012 mac mini. OpenEmu has been fun, but I'd like to be able to control the whole UI with the joystick, so we looked at EmulationStation-DE (retropie for desktop as its been explained to me). The control kit worked with OpenEmu but not EmulationStation, and the folks over in that sub said its not supported by SDL https://github.com/libsdl-org/SDL
-
Do i have enpugh knowledge to learn new libraries?
There is also SDL, which is a bit of a behemoth library, but gives you a lot of firepower if you want to get down to the nuts and bolts of building something from scratch with media. It provides a framework for working with graphics, sound, input hardware, etc., and is cross-platform. I haven't personally used SDL but it's a pretty well-utilized library. It's written in C so the same caveats apply as before, but works just fine with C++.
-
Fixing Stutters in Papers Please on Linux
This has already been fixed in the latest SDL version, but it's likely that the game comes bundled with it's own version.
-
I'm giving out microgrants to open source projects for the third year in a row! Brag about your projects here so I can see them, big or small!
I got tired of writing C# bindings code by hand to interop with native C/C++ libraries, so I automated the process. Example for SDL: https://github.com/bottlenoselabs/SDL-cs. The repository is automated daily using Dependabot to run C2CS, generate the P/Invoke code, and push a Git commit with the code automatically when there is a change to https://github.com/libsdl-org/SDL.
-
Updated MacOS documentation
The source code for it can be found at https://github.com/libsdl-org/SDL , this may be helpful if your looking for an example of how a 'platform layer' like this it can be implemented.
-
The Very First Post
Simple Directmedia Layer: a library that offers low-level access to resources like audio, video graphics, joystick, keyboard, mouse. It is mainly used for the development of video games (Stepmania and Valve's games such as Counter Strike: Source, as some examples).
-
AM2R @ Raspberry Pi - Take 3
Now, we'll need to source the latest SDL source tarball. You can find it [here](https://github.com/libsdl-org/SDL), but you can source the latest as of this writing with the command below. Run cd, and then run:
-
Good Open Source Projects?
Game library: https://github.com/libsdl-org/SDL
What are some alternatives?
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
ssr-proxy-js - A Server-Side Rendering Proxy focused on customization and flexibility!
bevy - A refreshingly simple data-driven game engine built in Rust
SFML - Simple and Fast Multimedia Library
Boost - Super-project for modularized Boost
GStreamer - GStreamer open-source multimedia framework