Flecs: Flecs
Flecs is a quick and light-weight Entity Part System that permits you to construct video games and simulations with hundreds of thousands of entities (join the Discord!). Listed below are a few of the framework’s highlights:
Flecs Explorer
To help the venture, give it a star ???? !
What’s an Entity Part System?
ECS is a method of organizing code and information that permits you to construct video games which are bigger, extra advanced and are simpler to increase. One thing known as an ECS when it:
- Has entities that uniquely determine objects in a recreation
- Has elements that are datatypes that may be added to entities
- Has programs that are features that run for all entities matching a part question
For extra info, test the ECS FAQ!
Attempt it out!
The Flecs playground helps you to attempt Flecs with out writing any C/C++ code!
Flecs playground
To learn to use the playground, test the Flecs Script Tutorial.
Documentation
Efficiency
For a listing of frequently tracked benchmarks, see the ECS Benchmark venture.
Present me the code!
C99 instance:
typedef struct {
float x, y;
} Place, Velocity;
void Transfer(ecs_iter_t *it) {
Place *p = ecs_field(it, Place, 1);
Velocity *v = ecs_field(it, Velocity, 2);
for (int i = 0; i < it->rely; i++) {
p[i].x += v[i].x;
p[i].y += v[i].y;
}
}
int important(int argc, char *argv[]) {
ecs_set(ecs, e, Place, {10, 20});
ecs_set(ecs, e, Velocity, {1, 2});
}
FLECS_API bool ecs_progress(ecs_world_t *world, ecs_ftime_t delta_time)
Progress a world.
#outline ECS_SYSTEM(world, id, section,…)
Declare & outline a system.
ecs_id_t ecs_entity_t
An entity identifier.
struct ecs_world_t ecs_world_t
A world is the container for all ECS information and supporting options.
ecs_entity_t ecs_new_id(ecs_world_t *world)
Create new entity id.
#outline ECS_COMPONENT(world, id)
Declare & outline a part.
ecs_world_t * ecs_init(void)
Create a brand new world.
Similar instance in C++11:
struct Place {
float x, y;
};
struct Velocity {
float x, y;
};
int important(int argc, char *argv[]) {
p.x += v.x;
p.y += v.y;
});
.set([](Place& p, Velocity& v) {
p = {10, 20};
v = {1, 2};
});
whereas (ecs.progress()) { }
}
void every(Func &&func) const
Iterate over all entities with elements in argument record of operate.
flecs::entity entity(Args &&… args) const
Create an entity.
flecs::system system(flecs::entity e) const
Upcast entity to a system.
Initiatives utilizing Flecs
You probably have a venture you’d prefer to share, let me know on Discord!
Territory Management
https://store.steampowered.com/app/690290/Territory_Control_2/
Sol Survivor
https://nicok.itch.io/sol-survivor-demo
The Forge
https://github.com/ConfettiFX/The-Forge
Equilibrium Engine
https://github.com/clibequilibrium/EquilibriumEngine
Gravitas
https://thepunkcollective.itch.io/gravitas
After Solar
https://github.com/foxnne/aftersun
Tower protection (open supply demo)
https://www.flecs.dev/tower_defense/etc (repository)
Procedural Metropolis (open supply demo)
https://www.flecs.dev/city (repository)
Sources
Sources supplied by the neighborhood :coronary heart:
Flecs across the internet
Flecs Hub
Flecs Hub is a group of repositories that present how Flecs can be utilized to construct recreation programs like enter dealing with, hierarchical transforms and rendering.
Language bindings
The next language bindings have been developed with Flecs! Observe that these are initiatives constructed and maintained by useful neighborhood members, and should not all the time be updated with the newest commit from grasp!