FLECS - The Fast Lightweight Entity Component System (C/C++)
Ғылым және технология
Today we are checking out FLECS, the Fast Lightweight Entity Component System, a cross platform open source C99/C++ 11 based ECS. It can work with other engines like Unreal, Unity or Godot, or can be used in any other project, with bindings for several languages (C#, Lua, Rust, Zig).
Links
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Пікірлер: 38
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"it can run on a toaster!" weird flecs but ok.
Running it on my toaster! Imagine making breakfast. EntityBread has flourComponent, MilkComponent, YeastComponent...
@alexs2195
3 ай бұрын
A toaster cant make bread, it just toast it, its TOASTER
@jwadaow
2 ай бұрын
@@alexs2195 The beauty of ECS is you can add a kneading component and bake the entities before toasting.
Kind of weird that I just have looked on it and now there is a video about it in my feed. WTH?
@01296501923654
Жыл бұрын
Same! Been reading up on it all weekend-and here comes a video!
@IronKore
Жыл бұрын
Googles always watching me....
@blackcitadel37
Жыл бұрын
They're testing GPT-5. You've been chosen
It sounds very interesting to have a game implemented with DOTS (ECS) in UNREAL ENGINE 5.2... how Performant can it get? 😮
I fill like I'm drowning in tools and concepts lately... really hard to keep up
is there any tutorial about how to use flecs in unity?
@kodingamedev
Жыл бұрын
For Unity you would use DOTS to use ECS
i wonder how it compares to entt
@averageturtlee
Жыл бұрын
I was wondering the same thing!
@theytittylyrics
Жыл бұрын
Imo Flecs is more fitting for games since it supports hierarchies out of the box
@Jaynitix
Жыл бұрын
I've used both and eventually decided to stick with entt despite some appealing aspects of flecs (namely compile times). In flecs performance degrades quickly as fragmentation occurs - it's fine I'm sure if you want to design around that but I very much prefer not having to care about fragmentation with entt.
@michaelzomsuv3631
Жыл бұрын
@@Jaynitix What? When's the last time you used flecs? How did you measured these so called fragmentation problems? That just sounds innacurate.
@Jaynitix
Жыл бұрын
@Michael Zomsuv Only a few weeks ago. It is trivial to reproduce by creating a function to add some number of dummy components to entities to introduce the table fragmentation. My setup was around 80k entities with up to 30 added dummy components. I saw a 4x frametime increase with flecs and no difference with entt (as you'd expect) from roughly the same starting point before adding the dummy components. As I said though, there are ways to design around it and there are various discussions on the flecs discord channel about how you might do that - but for me I'd rather not have to worry about it. Another way to see this is using the built-in hierarchy system - it introduces fragmentation due to how it represents the child/parent relationships. Just create a lot of entities with fine grained hierarchies.
does it run crysis ?
@snesmocha
Жыл бұрын
um, do you realize this is an ecs and not a pc right...... edit, meant to say ecs, not game engine
@eightsprites
Жыл бұрын
yes
@ArnCiS96
Жыл бұрын
It will
I looked at Tower Defense example and it uses only flecs. Does flecs also have some basic rendering capabilities?
@leonss2356
10 ай бұрын
no, I guess they just implemented a simple webgl renderer
@sasichkamega
5 ай бұрын
Tower defence uses sokol render
@sweettea-hv1ls
4 ай бұрын
Isn't it supposed to be engine agnostic?
Wow they made Bevy for Rust--
So who all using FLECS?
@AloanMoreira1
5 ай бұрын
seems Hytale is using it
And… deprecated.
@blazekyn2750
Жыл бұрын
how so?
@SomeoneOnlyWeKnow.
9 ай бұрын
Wdym?