The explorer now shows # of enqueued commands for a merge & how long it took to process them:
Link: https://flecs.dev/explorer/
#gamedev #indiegame #videogames #IndieGameDev #indiedev #indiewatch #ecs #flecs #gaming
#gamedev #indiegame #videogames #indiegamedev #indiedev #indiewatch #ecs #flecs #gaming
Spent the past week figuring out how to approach #ecs as a whole, thanks to both the incredible "#flecs" project by @ajmmertens and the wonderful documentation + guides for it (and ECS as a whole). Also the web inspector is a joy to use!
Physics is driven by "jolt physics" (hardly being demo'd here...)
🎮💡 Meet FLECS: a fast & lightweight C/C++ Entity Component System! Since 2019, this cross-platform open-source ECS has been easy to integrate with projects & engines like Unreal. With optimized data structures, a high-performance query engine, multithreading & more, FLECS keeps evolving! v3.2 out now: https://github.com/SanderMertens/flecs #FLECS #GameDev #OpenSource #Cplusplus #C #ECS
#flecs #gameDev #OpenSource #cplusplus #C #ecs
I'm releasing this code because I couldn't find any even rough examples of Chipmunk2D being integrated with #entt or #flecs
I'm still slowly working through various integration approaches of Chipmunk2D & flecs, and that can be seen here https://github.com/dmlary/flecs-chipmunk2d
Spent a month getting #chipmunk2d working in both #flecs, and #entt. Last night I realized that I don’t actually want “physics”, I just want collision detection.
“Physics” is a tile moving at 0.000000000001 pixels-per-second instead of coming to a stop, because that’s how the real world works. The real world is terrifying.
As I dive into AABB, does anyone know of a decent C or C++ collision detection library? Or is AABB so basic there’s no need for a library.
#gamedev #indiedev #entt #flecs #chipmunk2d
Dropping Suzanne in Real Time with Mesh To Mesh Collision.
#RayTracing
#Flecs
#Vulkan
I created line systems + render code! Here is the output for a sound that I generate~
#gamedevelopment #indie #programming #opengl #flecs
#flecs #opengl #programming #indie #gamedevelopment
20. https://github.com/bevyengine/bevy/pull/6902
Less branching, more performance. Component insertion goes brr!
Avoiding runtime branching is an essential part of making Bevy's fairly unique (hi #flecs) multiple storage type #ecs architecture get the benefits of both sparse and table-stored components without taking a performance hit.
The PR description is great if you wanna see how it was done.
bors r+