EnTT: Gaming meets modern C++ 3.9

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • entt

    Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

  • ecs-faq

    Frequently asked questions about Entity Component Systems

  • A great FAQ on ECS is available here:

    https://github.com/SanderMertens/ecs-faq#what-is-ecs

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  • So you get cache locality as you're running through your transforms.

    Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.

    If you want to experiment with it Unity has some great examples under their new DOTS system

    https://github.com/Unity-Technologies/EntityComponentSystemS...

    APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.

    To me data oriented subsystems are fine, but not as a core concept for your game's architecture.

  • So you get cache locality as you're running through your transforms.

    Now imagine if instead of space invaders we're trying to model say blades of grass. Suddenly we go from a very cache unfriendly method to something that's cache friendly, branch prediction friendly, and easy to parallelize.

    If you want to experiment with it Unity has some great examples under their new DOTS system

    https://github.com/Unity-Technologies/EntityComponentSystemS...

    APIs can make data oriented more ergonomic than my contrived example implies, but it's still not nearly as intuitive as ECS imo.

    To me data oriented subsystems are fine, but not as a core concept for your game's architecture.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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