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

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flecs

Version MIT Documentation actions Discord Chat

Flecs is a fast and lightweight Entity Component System that lets you build games and simulations with millions of entities (join the Discord!). Here are some of the framework's highlights:

Flecs Explorer

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What is an Entity Component System?

ECS is a way of organizing code and data that lets you build games that are larger, more complex and are easier to extend. Something is called an ECS when it:

  • Has entities that uniquely identify objects in a game
  • Has components which are datatypes that can be added to entities
  • Has systems which are functions that run for all entities matching a component query

For more information, check the ECS FAQ!

Documentation

Performance

For a list of regularly tracked benchmarks, see the ECS Benchmark project.

Show me the code!

C99 example:

typedef struct {
  float x, y;
} Position, Velocity;

void Move(ecs_iter_t *it) {
  Position *p = ecs_field(it, Position, 1);
  Velocity *v = ecs_field(it, Velocity, 2);

  for (int i = 0; i < it->count; i++) {
    p[i].x += v[i].x;
    p[i].y += v[i].y;
  }
}

int main(int argc, char *argv[]) {
  ecs_world_t *ecs = ecs_init();

  ECS_COMPONENT(ecs, Position);
  ECS_COMPONENT(ecs, Velocity);

  ECS_SYSTEM(ecs, Move, EcsOnUpdate, Position, Velocity);

  ecs_entity_t e = ecs_new_id(ecs);
  ecs_set(ecs, e, Position, {10, 20});
  ecs_set(ecs, e, Velocity, {1, 2});

  while (ecs_progress(ecs, 0)) { }
}

Same example in C++11:

struct Position {
  float x, y;
};

struct Velocity {
  float x, y;
};

int main(int argc, char *argv[]) {
  flecs::world ecs;

  ecs.system<Position, const Velocity>()
    .each([](Position& p, const Velocity& v) {
      p.x += v.x;
      p.y += v.y;
    });

  auto e = ecs.entity()
    .set([](Position& p, Velocity& v) {
      p = {10, 20};
      v = {1, 2};
    });

  while (ecs.progress()) { }
}

Projects using Flecs

If you have a project you'd like to share, let me know on Discord!

Territory Control

https://store.steampowered.com/app/690290/Territory_Control_2/ image

Sol Survivor

https://nicok.itch.io/sol-survivor-demo image

The Forge

https://github.com/ConfettiFX/The-Forge image

Equilibrium Engine

https://github.com/clibequilibrium/EquilibriumEngine image

Gravitas

https://thepunkcollective.itch.io/gravitas image

After Sun

https://github.com/foxnne/aftersun image

Tower defense (open source demo)

https://www.flecs.dev/tower_defense/etc (repository) image

Procedural City (open source demo)

https://www.flecs.dev/city (repository) image

Resources

Resources provided by the community ❤️

Flecs around the web

Flecs Hub

Flecs Hub is a collection of repositories that show how Flecs can be used to build game systems like input handling, hierarchical transforms and rendering.

Module Description
flecs.components.cglm Component registration for cglm (math) types
flecs.components.input Components that describe keyboard and mouse input
flecs.components.transform Components that describe position, rotation and scale
flecs.components.physics Components that describe physics and movement
flecs.components.geometry Components that describe geometry
flecs.components.graphics Components used for computer graphics
flecs.components.gui Components used to describe GUI components
flecs.systems.transform Hierarchical transforms for scene graphs
flecs.systems.physics Systems for moving objects and collision detection
flecs.systems.sokol Sokol-based renderer
flecs.game Generic game systems, like a camera controller

Language bindings

The following language bindings have been developed with Flecs! Note that these are projects built and maintained by helpful community members, and may not always be up to date with the latest commit from master!

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

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