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Flecs

A fast entity component system (ECS) for C & C++

Install / Use

/learn @SanderMertens/Flecs

README

flecs

Version MIT Documentation actions Discord Chat

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:

Flecs Explorer

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What is an Entity Component System?

ECS is a 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 more information, check the ECS FAQ!

Show me the code!

C99 example:

typedef struct {
  float x, y;
} Position, Velocity;

void Move(ecs_iter_t *it) {
  Position *p = ecs_field(it, Position, 0);
  Velocity *v = ecs_field(it, Velocity, 1);

  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_insert(ecs,
    ecs_value(Position, {10, 20}),
    ecs_value(Velocity, {1, 2}));

  while (ecs_progress(ecs, 0)) { }
}

Same example in C++:

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()
    .insert([](Position& p, Velocity& v) {
      p = {10, 20};
      v = {1, 2};
    });

  while (ecs.progress()) { }
}

Projects using Flecs

If you have a project you'd like to share, let me know on Discord!

Tempest Rising

Tempest Rising

Territory Control 2

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Resistance is Brutal

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Rescue Ops: Wildfire

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Age of Respair

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FEAST

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Gloam Vault

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Antimatcher

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Writ of Battle

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Extermination Shock

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The Forge

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ECS survivors

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Tome Tumble Tournament

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Sol Survivor

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After Sun

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Flecs Hub

Flecs Hub is a collection of repositories that show how Flecs can be used to build game systems like input handling, hierarchical transforms 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.sokol | Sokol-based renderer flecs.game | Generic game systems, like a camera controller

Language bindings

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!

View on GitHub
GitHub Stars8.1k
CategoryDevelopment
Updated39m ago
Forks587

Languages

C

Security Score

85/100

Audited on Mar 27, 2026

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