If you are using EnTT in a real world project, I want to let you know that there exists a dedicate section in the wiki where I'd be glad to add a link for you.
Feel free to add a comment to this issue or get in touch with me privately.
Making ECS plug-in for Unreal Engine 4. Here's the link to the thread.
For the start, I've decided to use EnTT for the number of reasons:
most of the popular ECS C++ implementations (like Artemis, EntityX, Anax) were updated 1-2 years ago, while EnTT still improves itself
really nice set of features
it could sound strange, but I see WIPness as an advantage; what I mean is community affect can in a way faster manner, and the creator is still eager to work on the project
Later on, I'm going to use this plug-in for my game projects (for now, mostly tactical FPSs).
Awesome! Thank you for being the first on this thread and with such a good project.
Feel free to contact me whenever you want either on GitHub or by mail. Feedback, requests for new features, bug reports, PRs, whatever... everything is welcome! ;-)
Do you plan to make the project open source? Is there already a link?
@skypjack, I'm not sure if it will be open-source (still thinking), however, I want it to be available for any indie-developer.
For now it's in private repo, just have started to integrate.
And I must say I'm a new one in ECS, so I'll play with it firstly.
Good. I am at your disposal if you need help, do not hesitate to contact me.
I'm not sure about the wording to use to mention your project in the readme. If you have any advice, please let me know.
@skypjack, I think something like _EnTT-UE4-integration plug-in_ will be sufficient.
Well, it looks like people don't like to see their projects and names put in a readme file.
It makes sense indeed. Nevermind.
I'm closing the ticket.
Well, I know this is closed and all... Anyways, I'm looking into using EnTT to rebuild Cataclysm: Dark Days Ahead with sane design. Not technically using it yet(still working out the mechanics while trying to cut through one of those Gordian Knots), but if we go ahead with it and start making progress, I'll drop you a link.
@Wulfe813 Wow, yeah, definitely. It would be appreciated!! Thank you very much. Hoping you enjoy using EnTT.
Time to reopen this issue for a few days and see if someone else wants to add a project to this list.
To be honest I've been told of several projects during the last months, but unfortunately I cannot mention them unless authors pop out giving the rights to do it. :sob:
I'm actually considering moving away from entityX and use entt. The major reason is that I need to be able to store entities in a component and it's a pain to do it in entityX (I'm using the compile time version). The fact that the project is maintained is also a good thing in my opinion.
I can't really say if I'll end up using it or not yet, but I like what I see so far!
@L3nn0x I'm glad to know that. I moved away from entityx for several reasons (memory usage, features, no longer maintained, and so on) and I understand what you mean.
Let me know if you'll ever decide to switch and feel free to ping me so that I can add your project to the list. :+1:
We are using entt heavily for the mods Skyrim Together and Fallout Together, both of them can be found at https://github.com/tiltedphoques/TiltedOnline
Great @yamashi I'm glad to know it. Feel free to ping me if you ever need help with EnTT! 馃憤
Most helpful comment
Making ECS plug-in for Unreal Engine 4. Here's the link to the thread.
For the start, I've decided to use
EnTTfor the number of reasons:most of the popular ECS C++ implementations (like Artemis, EntityX, Anax) were updated 1-2 years ago, while EnTT still improves itself
really nice set of features
it could sound strange, but I see WIPness as an advantage; what I mean is community affect can in a way faster manner, and the creator is still eager to work on the project
Later on, I'm going to use this plug-in for my game projects (for now, mostly tactical FPSs).