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skypjack
entt
C++2018–2026
skypjack / entt

entt

Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

26Distinct people
43Mentions
0Explicit recommenders
13.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

GitHub

Where it is used

No documented product use was verified in the last source check.

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

No other repository is repeatedly linked in the same discussions.

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 year43 dated mentions

Observed mentions: 2018-09-24 23:41:01 UTC to 2026-05-10 16:45:14 UTC.

0369122018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 4 mentions; 2 submissions, 2 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 8 mentions; 4 submissions, 4 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 9 mentions; 3 submissions, 6 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 12 mentions; 1 submissions, 11 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 5 mentions; 1 submissions, 4 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

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
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC422
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC844
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC936
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC12111
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC514
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC202
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC110

From the project README

An excerpt from the repository, fetched Nov 13, 2026.

Read the project’s introduction
CautionEnTT has been a dream so far, we haven't found a single bug to date and it's super easy to work with. -- Every EnTT User Ever EnTT is a header-only, tiny and easy to use library for game programming and much more written in modern C++. Among others, it's used in Minecraft by Mojang, the ArcGIS Runtime SDKs by Esri and the amazing Ragdoll. If you don't see your project in the list, please open an issue, submit a PR or add the #entt tag to your topics! 👍 Do you want to keep up with changes or do you have a question that doesn't require you to open an issue? Join the gitter channel and the discord server, meet other users like you. The more we are, the better for everyone. Don't forget to check the FAQs and the wiki too. Your answers may already be there. Do you want to support EnTT? Consider becoming a sponsor or making a donation via PayPal. Many thanks to these people and special thanks to: WarningWe apologize to our kind users for not posting updates every three days saying that we are faster than three days ago and better than everyone else, but consider it done. In the meantime, enjoy a library that just works without having to constantly remind ourselves. Table of Contents Introduction Code Example Motivation Benchmark Integration Requirements CMake Natvis support Packaging Tools pkg-config Documentation Tests EnTT in Action Extensions Contributors License Introduction The entity-component-system (also known as ECS) is an architectural pattern used mostly in game development. For further details: Entity Systems Wiki Evolve Your Hierarchy ECS on Wikipedia This project started off as a pure entity-component system. Over time the codebase has grown as more and more classes and functionalities were added. Here is a brief, yet incomplete list of what it offers today: Support for user implementations of the Standard Template Library. Built-in RTTI system mostly similar to the standard one. Incredibly fast entity-component system with its own pay for what you use policy, unconstrained component types with optional pointer stability and hooks for storage customization. General purpose execution graph builder for optimal scheduling. A built-in, non-intrusive and macro-free runtime reflection system. Static polymorphism made simple and within everyone's reach. A few homemade containers, like a sparse set based hash map. All that is needed for resource management (cache, loaders, handles). Delegates, signal handlers and a tiny event dispatcher. And much more! Check out the wiki. This list as well as the project are a work in progress. The whole API is fully documented for those who are brave enough to read it. Please, do note that all tools are also DLL-friendly now and run smoothly across boundaries. NoteA lot of stuff was invented here, but we remain humble and let people copy it without giving us credit. The good and the bad of open source, but bragging is for others. Feel free to get inspired. One thing known to most is that EnTT is also used in Minecraft. Given that the game is available literally everywhere, I can confidently say that the library has been sufficiently tested on every platform that can come to mind. Code Example #include <entt/entt.hpp> struct position { float x; float y; }; struct velocity { float dx; float dy; }; void update(entt::registry &registry) { auto view = registry.view<const position, velocity>(); // use a callback view.each([](const auto &pos, auto &vel) { /* ... */ }); // use an extended callback view.each([](const auto entity, const auto &pos, auto &vel) { /* ... */ }); // use a range-for for(auto [entity, pos, vel]: view.each()) { // ... } // use forward iterators and get only the components of interest for(auto entity: view) { auto &vel = view.get<velocity>(entity); // ... } } int main() { entt::registry registry; for(auto i = 0u; i < 10u; ++i) { const auto entity = registry.create(); registry.emplace<position>(entity, i * 1.f, i * 1.f); if(i % 2 == 0) { registry.emplace<velocity>(entity, i * .1f, i * .1f); } } update(registry); } Motivation I started developing EnTT for the wrong reason: my goal was to design an entity-component system to beat another well known open source library both in terms of performance and possibly memory usage. In the end, I did it, but it wasn't very satisfying. Actually it wasn't satisfying at all. The fastest and nothing more, fairly little indeed. When I realized it, I tried hard to keep intact the great performance of EnTT and to add all the features I wanted to see in my own library at the same time. Nowadays, EnTT is finally what I was looking for: still faster than its competitors, lower memory usage in the average case, a really good API and an amazing set of features. And even more, of course. NoteIf the EnTT API looks familiar, it's probably because it's been copied a lot elsewhere (often without much ado). Credit where credit is due though, the initial design was heavily inspired by EntityX, another popular C++ library. Benchmark For what it's worth, you'll never see me trying to make other projects look bad or offer dubious comparisons just to make this library seem cooler. I leave this activity to others, if they enjoy it (and it seems that some people actually like it). I prefer to make better use of my time. If you are interested, you can compile the benchmark test in release mode (to enable compiler optimizations, otherwise it would make little sense) by setting the ENTT_BUILD_BENCHMARK option of CMake to ON, then evaluate yourself whether you're satisfied with the results or not. There are also a lot of projects out there that use EnTT as a basis for comparison (this should already tell you a lot). Many of these benchmarks are completely wrong, many others are simply incomplete, good at omitting some information and using the wrong function to
Read the full README on GitHub

What Hacker News says

43 sources
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code. Some walkthrough: Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure. Note how std::vector style dynamic array is just a part of the lang, with the [..] syntax to declare a dynamically sized array. Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do t
Read the rest
his. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics. Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators. The rest of the code is just some basic test code that runs the thing. Last line does #import basic to essentially do #import stl type thing. Jai doesnt care about the order of any declarations, so having the includes at the bottom is fairly common.
In Focus: A simple and fast text editor written in Jai
Sort of. 1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d) . This repo covers that: https://github.com/lettier/3d-game-shaders-for-beginners. 2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics. 3. Configure clangd to error on features outside C++11 then refactor both projects (1 & 2) to use C++ 11. 4. Run experiments on the game engine while working through the Vulkan book: https://raw.githubusercontent.com/Overv/VulkanTutorial/maste...
In Ask HN: What is your new year's resolution?
All games use some form of OOP polymorphism until cache misses outpace code readability. Entity systems (think of C unions with enums for the type) fix most cache coherency performance issues [1]. On Bedrock chunks are just stored in a forked Google leveldb [2]. Working on Minecraft is a multiplatform backend database gig first and foremost. It's like working at AWS, but your customers are predominantly children, and their businesses are the worlds they create [1] https://github.com/skypjack/entt [2] https://minecraft.fandom.com/wiki/Bedrock_Edition_level_form...
In [dead]
Ignoring the specific claims in the patent (automatic memory optimization or whatever), if we're just going by entity component system articles, we can do a lot better. Here's one from 2007: http://t-machine.org/index.php/2007/09/03/entity-systems-are... IIRC this one was the one to really popularise the idea of not storing any component data in the entities. If you loosen that requirement, there were earlier ones still (eg the one from the Dungeon Siege team). But as others have mentioned, ECS is really a special case of a relational model, so its entirely possible that Unitity's techniques have been done there already. Also, I found it pretty difficult to understand the claims, they didn't exactly make it easy to read, so I can't quite figure out exactly what is patented. It also doesn't help that they don't clearly define their terms,
Read the rest
eg what exactly do they mean by archetype? Maybe they describe it in the description before the claims, but I didn't find it at a cursory glance and it was too painful to try read it all. I wonder what their definition exactly entails, versus what I imagine they mean from what I know of archetype-based ECS's. For example, if they mean "a conceptual grouping of entities that have the same components" then non-archetype ECS could fit that, but if they mean their specific implementation then I don't know. EnTT, a popular non-archetype-based ECS, has had "views", which are ways to efficiently access components, since its first public commit in 2017: https://github.com/skypjack/entt/commit/b0b8ee7aea3d9f5cfe6f...). Whether any of that is relevant to the patents validity, I have no idea. Probably not.
In Unity patents ECS
> Anyone solved this before? Sure. Take a look at EnTT[1], a popular C++ ECS library. It comes with two main tools to deal with this: Sorting[2] and groups[3]. EnTT gives you a large spectrum of tools with different trade-offs so that you can tune your code based on usage patterns. Obviously different bits of code will have conflicting access patterns, so there's no one-size-fits-all solution, but EnTT lets you optimise the patterns that are most important to you (based on profiling, hopefully). [1] https://github.com/skypjack/entt [2] Sort one component to be in the same order as another component, so that they can be efficiently accessed together: https://github.com/skypjack/entt/wiki/Crash-Course:-entity-c... [3] https://github.com/skypjack/entt/wiki/Crash-Course:-entity-c...
In Object-Oriented Entity-Component-System Design
EnTT's registry might be an interesting read if you haven't read it before. [1] The specs crate also provides a variety of storage implementations for varying types of components. [2] I didn't work on the game, but I spoke with some of the developers of Homeworld: Deserts of Kharak. Since there was a straightforward quantity of entities and components (a bunch of vehicles in a closed desert space), the space for all data was preallocated at initialization time. I can't speak further on the specifics though. [1] https://github.com/skypjack/entt/blob/master/docs/md/entity.... [2] https://docs.rs/specs/0.17.0/specs/struct.VecStorage.html
In Object-Oriented Entity-Component-System Design

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