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Could this be used to implement an efficient backend server for an Unreal Engine game?



i dont think it's tied to any particular engine or renderer, because an ECS is merely a mechanism to organize data so that it can be accessed fast.


It could be yep. One of the things that makes it a good fit for this use case is that Flecs has a query language that supports things like graph traversal and joins. Combined with either the builtin REST API or some custom protocol you could use it as a realtime in-memory database (which is what I use it for).


Doesn't Unreal have its own entity system yet?


(not a game dev, don't quote me :) )

Unless I'm mistaken, Unreal hasn't had an official blessed ECS system relying on other things: from just having regular objects to reading data from data tables.

They did introduce an ECS with (currently experimental) Mass Entity in Unreal 5: https://docs.unrealengine.com/5.0/en-US/mass-entity-in-unrea...


It does and it is called Mass Entity.




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