Mar 27Flecs 3.2 is out!What is Flecs? Flecs is an Entity Component System (FAQ) for C and C++ that helps with building games, simulations and more. The core features of Flecs are: Store data for millions of entities in data structures optimized for CPU cache efficiency and composition-first design Find entities for game systems with a high…Game Development6 min readGame Development6 min read
Oct 15, 2022Flecs 3.1 is out!What is Flecs? Flecs is an Entity Component System (FAQ) for C and C++ that helps with building games, simulations and more. The core features of Flecs are: Store data for millions of entities in data structures optimized for CPU cache efficiency and composition-first design Find entities for game systems with a high…Game Development5 min readGame Development5 min read
Aug 6, 2022Building 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 and turn it inside out, so that at the end of each post you will have enough information to implement one yourself. In…Software Development6 min readSoftware Development6 min read
Aug 2, 2022Flecs 3.0 is out!What is Flecs? Flecs is an Entity Component System (FAQ) for C and C++ that helps with building games, simulations and more. The core features of Flecs are: Store data for millions of entities in data structures optimized for CPU cache efficiency and composition-first design Find entities for game systems with a high…Game Development8 min readGame Development8 min read
Apr 7, 2022Building Games in ECS with Entity RelationshipsBehavior in games is in many ways defined by the interaction between entities. A turret fires at an enemy, a player trades with another player, a hero goes on a quest that in turn belongs to a faction, a spaceship docks to a space station orbiting a planet in a…Game Development12 min readGame Development12 min read
Feb 19, 2021ECS: 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-faq I usually shy away from the “P word” in conversations about ECS. Whenever it is uttered all it seems to do is divide people into two camps, which is rarely a…Games12 min readGames12 min read
Jan 22, 2021Flecs v2.3 (and v2.2) is out!I blog-skipped v2.2, so there’s a lot to catch up on :-) First of all, Flecs is an Entity Component System (ECS). If you don’t know what an ECS is, check out the FAQ. Much has happened since the last update, and not all of it in code! The Flecs…Game Development7 min readGame Development7 min read
Oct 16, 2020Deconstructing 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 that is a big part of it, reusability of data is just as important, especially in games. …Games10 min readGames10 min read
Sep 1, 2020Flecs 2.1 is out!It has only been one month since version 2.0 came out, and yet Flecs 2.1 has lots of improvements that makes building games with C and C++ easier than ever! Let’s go over some of the new developments, starting with: Flecs Hub This is not strictly part of the Flecs core, but…Game Development5 min readGame Development5 min read
Aug 11, 2020Why Storing State Machines in ECS is a bad idea.Disclaimer: I am the author of Flecs, a C/C++ Entity Component System. If you’d like to know more about ECS, see this FAQ. If you are using an ECS (Entity Component System) for the development of a game, chances are that at some point you had to ask yourself whether…Games11 min readGames11 min read