refl-cpp VS entt

Compare refl-cpp vs entt and see what are their differences.

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refl-cpp entt
3 79
986 9,469
- -
0.0 9.8
over 1 year ago 3 days ago
C++ C++
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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.

refl-cpp

Posts with mentions or reviews of refl-cpp. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-04.
  • Out of bounds memory access in V8 in Google Chrome prior to 120.0.6099.224
    1 project | news.ycombinator.com | 25 Jan 2024
    You'd be surprised how much friction you'd have for C++ reflection. First, since it's a custom build step, you can do a mix of custom code gen and C++ constexpr/consteval for static reflection. Here's a header-only implementation for adding compile time reflection purely within the language [1]. And v8 already does dynamic code gen as part of its build process (to generate the snapshot to speedup instantiation of the isolate). Dynamic reflection is a must since JS is a dynamic language with reflection support.

    Now of course, I don't know the specific details of reflection needed for the abstractions you reference and clearly V8 is still doing some amount of manual IR generation, so it's possible it would be a substantial investment to actually retrofit those techniques into v8. One would have to do a careful analysis of historical security exploits & specific techniques and their ability to prevent to figure out if it's worth adding those abstractions (especially since there is a potential performance tradeoff as you mention). As I said, I think there's insufficient research in this area to establish a compelling body of best practices (not to take away from the contributions of the GraalJS team to this space).

    [1] https://github.com/veselink1/refl-cpp

  • C++ Reflection for Component Serialization and Inspection
    3 projects | /r/gameenginedevs | 4 Mar 2023
    I’ve been using https://github.com/veselink1/refl-cpp for my recent project where i needed reflections, especially for serialization. Cant wait for c++48 and reflections in standard
  • Show HN: Static reflection for C++17 (enumeration, attributes, proxies, ...)
    1 project | news.ycombinator.com | 5 Jan 2022

entt

Posts with mentions or reviews of entt. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-17.
  • Using Jolt with flecs & Dear ImGui: Game Physics Introspection
    4 projects | dev.to | 17 Apr 2024
    EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
  • Focus: A simple and fast text editor written in Jai
    7 projects | news.ycombinator.com | 2 Sep 2023
    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
    1 project | news.ycombinator.com | 20 Jul 2023
  • Introducing Ecsact
    8 projects | dev.to | 24 Jun 2023
    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.
  • Sharing Saturday #472
    7 projects | /r/roguelikedev | 23 Jun 2023
    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?
    2 projects | /r/cpp_questions | 9 Jun 2023
  • What are the limits of blueprints?
    4 projects | /r/unrealengine | 25 May 2023
    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.
  • any resources for expanding on ECS?
    4 projects | /r/gamedev | 22 Apr 2023
    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.
  • DynaMix 2.0.0 Released
    8 projects | /r/cpp | 13 Apr 2023
    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++
    2 projects | news.ycombinator.com | 4 Apr 2023

What are some alternatives?

When comparing refl-cpp and entt you can also consider the following projects:

svector - Compact SVO optimized vector for C++17 or higher

flecs - A fast entity component system (ECS) for C & C++

crunchy-bytes - C++ 17 Schema Serialization Library

Hazel - Hazel Engine

json - JSON for Modern C++

raylib - A simple and easy-to-use library to enjoy videogames programming

scope_guard - A modern C++ scope guard that is easy to use but hard to misuse.

flecs-lua - Lua script host for flecs

BLIB - Small organized collection of common code I have accumulated over the years that has amassed into a proper 2d game engine

Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript

zxorm - Zach's ORM - A C++20 ORM for SQLite

UnrealCLR - Unreal Engine .NET 6 integration