Flecs is a fast and lightweight Entity Component System that lets you build games and simulations with millions of entities (join the Discord!). Here are some of the framework's highlights:
- Fast zero dependency C99 API
- Modern type-safe C++11 API that doesn't use STL containers
- Minimal ECS core with optional addons
- Entire codebase builds in less than 5 seconds.
- Runs in the browser without modifications with emscripten
- Cache friendly archetype/SoA storage that can process millions of entities every frame
- Supports entities with hundreds of components and applications with tens of thousands of archetypes
- Automatic component registration that works out of the box across shared libraries/DLLs
- First open source ECS with full support for Entity Relationships!
- Write free functions with queries or run code automatically in systems
- Run games on multiple CPU cores with a fast lockless scheduler
- Compiles warning-free on 8 compilers on all major platforms, with CI running more than 4000 tests
- Fast native support for hierarchies and prefabs
- Integrated reflection framework with JSON serializer and support for runtime components
- Unit annotations for components
- Powerful query language with support for joins and inheritance
- Statistics addon for profiling ECS performance
- A web-based dashboard (click to try!) for exploring entities, running queries & learning Flecs:
Flecs v3 is the latest, most stable and feature rich version of Flecs, and recommended for new projects.
Last v3 release: Flecs v3.0.1-alpha.
Last v2 release: Flecs v2.4.8.
ECS is a new way of organizing code and data that lets you build games that are larger, more complex and are easier to extend.
Something is called an ECS when it:
- Has entities, that uniquely identify objects in a game
- Has components, which are datatypes that can be added to entities
- Has systems which are functions that run for all entities matching a component query
For example, a game has a Move
system that has a query with two components, Position, Velocity
. When the system is ran it is dynamically matched with all entities that have at least these two components.
For more info on ECS, check the ECS FAQ!
- Quickstart (docsforge)
- FAQ (docsforge)
- C examples
- C++ examples
- Manual (docsforge)
- Query Manual (docsforge)
- Relations Manual (docsforge)
C99 example:
typedef struct {
float x, y;
} Position, Velocity;
void Move(ecs_iter_t *it) {
Position *p = ecs_term(it, Position, 1);
Velocity *v = ecs_term(it, Velocity, 2);
for (int i = 0; i < it->count; i ++) {
p[i].x += v[i].x;
p[i].y += v[i].y;
}
}
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init();
ECS_COMPONENT(ecs, Position);
ECS_COMPONENT(ecs, Velocity);
ECS_SYSTEM(ecs, Move, EcsOnUpdate, Position, Velocity);
ecs_entity_t e = ecs_new_id(ecs);
ecs_set(ecs, e, Position, {10, 20});
ecs_set(ecs, e, Velocity, {1, 2});
while (ecs_progress(ecs, 0)) { }
}
Same example in C++11:
struct Position {
float x, y;
};
struct Velocity {
float x, y;
};
int main(int argc, char *argv[]) {
flecs::world ecs;
ecs.system<Position, const Velocity>()
.each([](Position& p, const Velocity& v) {
p.x += v.x;
p.y += v.y;
});
auto e = ecs.entity()
.set([](Position& p, Velocity& v) {
p = {10, 20};
v = {1, 2};
});
while (ecs.progress()) { }
}
Examples and tutorials contributed by the community ❤️
- Bgfx/Imgui module
- Tower defense example
- Bringing Flecs to UE4
- Flecs + UE4 is magic
- Quickstart with Flecs in UE4
- Automatic component registration in UE4
- Building a space battle with Flecs in UE4
- Flecs + SDL + Web ASM example (live demo)
- Flecs + Raylib example
- Flecs + gunslinger example
Flecs has a modular architecture that makes it easy to only build the features you really need. By default all addons are built. To customize a build, first define FLECS_CUSTOM_BUILD
, then add defines for the addons you need. For example:
#define FLECS_CUSTOM_BUILD // Don't build all addons
#define FLECS_SYSTEM // Build FLECS_SYSTEM
Additionally, you can also specify addons to exclude from a build by adding NO
to the define:
#define FLECS_NO_LOG
The following addons can be configured:
Addon | Description | Define |
---|---|---|
Cpp | C++11 API | FLECS_CPP |
Module | Organize game logic into reusable modules | FLECS_MODULE |
System | Create & run systems | FLECS_SYSTEM |
Pipeline | Automatically schedule & multithread systems | FLECS_PIPELINE |
Timer | Run systems at time intervals or at a rate | FLECS_TIMER |
Meta | Flecs reflection system | FLECS_META |
Units | Builtin unit types | FLECS_UNITS |
Meta_C | (C) Utilities for auto-inserting reflection data | FLECS_META_C |
Expr | String format optimized for ECS data | FLECS_EXPR |
JSON | JSON format | FLECS_JSON |
Doc | Add documentation to components, systems & more | FLECS_DOC |
Coredoc | Documentation for builtin components & modules | FLECS_COREDOC |
Http | Tiny HTTP server for processing simple requests | FLECS_HTTP |
Rest | REST API for showing entities in the browser | FLECS_REST |
Parser | Create entities & queries from strings | FLECS_PARSER |
Plecs | Small utility language for asset/scene loading | FLECS_PLECS |
Rules | Powerful prolog-like query language | FLECS_RULES |
Snapshot | Take snapshots of the world & restore them | FLECS_SNAPSHOT |
Stats | See what's happening in a world with statistics | FLECS_STATS |
Log | Extended tracing and error logging | FLECS_LOG |
App | Flecs application framework | FLECS_APP |
OS API Impl | Default OS API implementation for Posix/Win32 | FLECS_OS_API_IMPL |
Flecs Hub is a handy collection of repositories built with Flecs that showcase basic ways of how to build engine features like input handling, transformations and rendering:
Module | Description |
---|---|
flecs.components.cglm | Component registration for cglm (math) types |
flecs.components.input | Components that describe keyboard and mouse input |
flecs.components.transform | Components that describe position, rotation and scale |
flecs.components.physics | Components that describe physics and movement |
flecs.components.geometry | Components that describe geometry |
flecs.components.graphics | Components used for computer graphics |
flecs.components.gui | Components used to describe GUI components |
flecs.systems.transform | Hierarchical transforms for scene graphs |
flecs.systems.physics | Systems for moving objects and collision detection |
flecs.systems.sdl2 | SDL window creation & input management |
flecs.systems.sokol | Sokol-based renderer |
The following language bindings have been developed with Flecs! Note that these are projects built and maintained by helpful community members, and may not always be up to date with the latest commit from master!
Supporting Flecs goes a long way towards keeping the project going and the community alive! If you like the project, consider:
- Giving it a star 🌟
- Becoming a sponsor: https://github.com/sponsors/SanderMertens