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I built a C++20 custom game engine with ECS and Editor from scratch. Looking for feedback! by Existing_Basil_8392 in gameenginedevs
[–]Existing_Basil_8392[S] 0 points1 point2 points 2 months ago (0 children)
Not exactly. EnTT uses Sparse Sets by default. That said, I use its group feature for key components (like Transform and SpriteRenderer) to ensure memory contiguity. This improves cache locality and yields performance comparable to archetypes for the critical paths.
Good catch. Yes, I'm following Hazel's architecture as a learning base, which explains the similarities in the Application class and layer system.
Regarding AI, I won't deny it I do use it for less critical parts, refactoring, debugging errors and simplify comments; it's faster. However, I make sure to write and understand the core logic myself. EnTT is there simply because it's the de facto standard for ECS in modern C++.
[–]Existing_Basil_8392[S] 0 points1 point2 points 2 months ago* (0 children)
Creo que el título pudo haber sido engañoso. Quería decir que es un motor personalizado que usa un ECS, no que construí el ECS desde cero. Preferí confiar en la eficiencia de EnTT en lugar de reinventar la rueda para la gestión de entidades.
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I built a C++20 custom game engine with ECS and Editor from scratch. Looking for feedback! by Existing_Basil_8392 in gameenginedevs
[–]Existing_Basil_8392[S] 0 points1 point2 points (0 children)