Re:Flecs – A fast entity component system for C and C++
by holografix on Tuesday April 04, 2023 @03:34AM
(#35436314)
Could this be used to implement an efficient backend server for an Unreal Engine game?
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Re:Flecs – A fast entity component system for C and C++
by Cthulhu_ on Tuesday April 04, 2023 @03:41AM
(#35436349)
Doesn't Unreal have its own entity system yet?
Re:Flecs – A fast entity component system for C and C++
by devboi on Tuesday April 04, 2023 @04:13AM
(#35436578)
It does and it is called Mass Entity.
Re:Flecs – A fast entity component system for C and C++
by illiarian on Tuesday April 04, 2023 @06:48AM
(#35437614)
(not a game dev, don't quote me :) )
Unless I'm mistaken, Unreal hasn't had an official blessed ECS system relying on other things: from just having regular objects to reading data from data tables.
They did introduce an ECS with (currently experimental) Mass Entity in Unreal 5: https://docs.unrealengine.com/5.0/en-US/mass-entity-in-unrea...
Re:Flecs – A fast entity component system for C and C++
by chii on Tuesday April 04, 2023 @04:00AM
(#35436487)
i dont think it's tied to any particular engine or renderer, because an ECS is merely a mechanism to organize data so that it can be accessed fast.
Re:Flecs – A fast entity component system for C and C++
by ajmmertens on Tuesday April 04, 2023 @10:56AM
(#35440664)
It could be yep. One of the things that makes it a good fit for this use case is that Flecs has a query language that supports things like graph traversal and joins. Combined with either the builtin REST API or some custom protocol you could use it as a realtime in-memory database (which is what I use it for).