Building an ECS: Storage in PicturesA visual deep dive into the internals of an Entity Component SystemSep 14, 20242354Sep 14, 20242354
Flecs v4.0 is out!Flecs 4, an Entity Component System for C/C++ is out!Jul 14, 2024743Jul 14, 2024743
A Roadmap to Entity RelationshipsA step-by-step description of the features needed to add support for Entity Relationships to an ECS.Jul 14, 20231181Jul 14, 20231181
Why it is time to start thinking of games as databasesHow do we build games that can be understood by intelligent agents? An in-depth overview of the tech that could one day make this a…Jun 6, 20234203Jun 6, 20234203
Flecs 3.2 is out!Find out about new features in the latest version of Flecs!Mar 27, 2023822Mar 27, 2023822
Building an ECS #1: Where are my Entities and ComponentsThis is the first in a series of posts about how to build an Entity Component System. Each post will cover a different part of the design…Aug 6, 20222053Aug 6, 20222053
Building Games in ECS with Entity RelationshipsA brief introduction to what ECS relationships are, and how they make it easier to build complex games.Apr 7, 20222923Apr 7, 20222923
ECS: From Tool to ParadigmThis blog is about Entity Component Systems. If you’d like to learn more about ECS, see this FAQ: https://github.com/SanderMertens/ecs-faqFeb 19, 2021512Feb 19, 2021512
Flecs v2.3 (and v2.2) is out!I blog-skipped v2.2, so there’s a lot to catch up on :-)Jan 22, 2021Jan 22, 2021
Deconstructing Flecs PrefabsOne of the key design goals of Flecs is to enable reusability. When we talk about reusability, it is often the reusability of code. While…Oct 16, 2020Oct 16, 2020
Why Storing State Machines in ECS is a bad idea.Problems and solutions for implementing efficient state machines in Entity Component SystemsAug 11, 20204Aug 11, 20204
Doing a lot with a little: ECS identifiersTricks to get the most out of your bitsJul 22, 20201Jul 22, 20201
Why Vanilla ECS Is Not EnoughRamblings on limitations of ECS and what to do about itJul 9, 20202Jul 9, 20202
Building an ECS #2: Archetypes and VectorizationThis is the second in a series of posts about the guts of Flecs, an Entity Component System for C and C++. Each post will cover a…Mar 14, 20208Mar 14, 20208
Building an ECS #1: Types, Hierarchies and PrefabsThis is the first in a series of posts about the guts of Flecs, an Entity Component System for C and C++. Each post will cover a different…Feb 25, 20203Feb 25, 20203
Fixing Git dependency hell for C/C++ with Bake BundlesWorking with projects that need multiple Git repositories can feel a bit like herding cats. For every breaking API change, chances are…Sep 15, 2019Sep 15, 2019