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SanderMertens
flecs
C2020–2024
SanderMertens / flecs

flecs

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

11Distinct people
11Mentions
0Explicit recommenders
8.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

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

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year11 dated mentions

Observed mentions: 2020-05-11 09:48:43 UTC to 2024-10-19 17:02:46 UTC.

012342020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 3 mentions; 3 submissions, 0 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC330
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC211
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC404
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC220

What Hacker News says

11 sources
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation (notably, it supports relationships). You don't get to write in Rust, though, which makes it less cool in my book :) I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context. I couldn't imagine trying to build a large game using a more rigid organizational approach. I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread
Read the rest
with UI rendering suuucks. The biggest issues I experience are: 1) How generic should I make my systems? It's easy to make them very specific, but, at a certain specificity, it feels like it's just lazier OOP. More generic and I start spending my time handling edge-cases that don't actually need to exist. 2) Intelligently handling updates when systems run in parallel rather than serially. By default, Bevy runs everything in parallel, and it's heavily encouraged, but my brain finds it a lot easier to just force everything to run serially and to not rely on frame-buffering. This doesn't seem necessarily ECS-specific, though, but is a problem I'm made more aware of due to the defaults given to me. If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
In ECS, Finally

MAKE YOURSELF AT HOME

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