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.
@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.
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Running it on my toaster! Imagine making breakfast.
EntityBread has flourComponent, MilkComponent, YeastComponent...
A toaster cant make bread, it just toast it, its TOASTER
@@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?
Same! Been reading up on it all weekend-and here comes a video!
Googles always watching me....
They're testing GPT-5. You've been chosen
I fill like I'm drowning in tools and concepts lately... really hard to keep up
i wonder how it compares to entt
I was wondering the same thing!
Imo Flecs is more fitting for games since it supports hierarchies out of the box
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.
@@Jaynitix What? When's the last time you used flecs? How did you measured these so called fragmentation problems? That just sounds innacurate.
@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 ?
um, do you realize this is an ecs and not a pc right......
edit, meant to say ecs, not game engine
yes
It will
is there any tutorial about how to use flecs in unity?
For Unity you would use DOTS to use ECS
It sounds very interesting to have a game implemented with DOTS (ECS) in UNREAL ENGINE 5.2... how Performant can it get? 😮
Is c# supported?
yes! there are two bindings for c#
Wow they made Bevy for Rust--
I looked at Tower Defense example and it uses only flecs. Does flecs also have some basic rendering capabilities?
no, I guess they just implemented a simple webgl renderer
Tower defence uses sokol render
Isn't it supposed to be engine agnostic?
there's new version of it
So who all using FLECS?
seems Hytale is using it
And… deprecated.
how so?
Wdym?