EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics. - Source: dev.to / 6 months ago
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... - Source: Hacker News / about 1 year ago
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... - Source: dev.to / over 1 year ago
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. Source: over 1 year ago
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... Source: over 1 year ago
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... Source: over 1 year ago
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt). Source: over 1 year ago
This look pretty well polished and maintained, I wasn't aware of it. So far, I've used an alternative ECS called entt: https://github.com/skypjack/entt. - Source: Hacker News / over 1 year ago
https://github.com/skypjack/entt is a fantastic alternative; also, one of the most beautiful codebases/elegant designs I 've come across. - Source: Hacker News / over 1 year ago
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. Source: over 1 year ago
Sort of. 1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d. 2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt. - Source: Hacker News / almost 2 years ago
For existing libraries (which you can either choose to use, or choose to reference to look at how they implement ideas), maybe you can take a look at the following. I don't have experience with them, so I don't know how well they are implemented nor whether they strictly adhere to data-oriented design practices to get maximum performance, but it's not always strictly necessary to get the best performance out of... Source: almost 2 years ago
Not sure what the context is for your project but you may want to check out entt if you need a really complete ECS solution. Source: about 2 years ago
Here's one of my favorites: Https://github.com/skypjack/entt. Source: about 2 years ago
All games use some form of OOP polymorphism until cache misses outpace code readability. Entity systems (think of C unions with enums for the type) fix most cache coherency performance issues [1]. On Bedrock chunks are just stored in forked Google leveldb [2]. Working on Minecraft is a multiplatform backend database gig first and foremost. It's like working at AWS, but your customers are predominantly children,... - Source: Hacker News / about 2 years ago
Some ECS framework like entt to give some structure to the game state. Source: about 2 years ago
Sparse sets. They're often used in Entity Component System architectures since you have O(1) add/remove/find, & O(n) iteration. Iterations are also packed, which is a bonus for cache efficiency. Can be difficult to implement well, but the concept is simple and a neat example of a useful specialty data structure. Take a look at https://github.com/skypjack/entt. - Source: Hacker News / about 2 years ago
I am just spitballing though, its been years since I made one of these and it wasn't spectacular or anything. You just have to work with it, mess with it, test it. Keeping a strong API boundary, if you goal is to abstract away the inner workings of your ECS, will go a long way. I know entt is a really good one with good documentation that you can reference to make something more simple/specialized/faster for your... Source: over 2 years ago
The question whether to use flecs or EnTT was very difficult. Both libraries are highly competitive and actively maintained. Source: over 2 years ago
If that didn't make much sense, Flecs (C99 w/C++ bindings) is a popular implementation with a lot of accompanying educational material about ECS in general, a glossary, and tons of example code to help make it learnable. Entt (C++17) is another very popular one that some users have told me they prefer due to its simplicity. Source: over 2 years ago
So, why use this when entt https://github.com/skypjack/entt already exists ? Source: over 2 years ago
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