Lesson 19

Where to learn more

The official manuals, the examples worth reading first, real projects built on flecs, and where people ask questions.

These lessons cover the parts of flecs that are easiest to get wrong. The official documentation covers everything, and it’s good. Here’s where to go next, roughly in the order that helps most.

The manuals

All of these are linked from the documentation index, which also lists videos, engine integrations (Unreal, Godot, raylib, SDL) and articles.

Code to read

  • The examples in the flecs repository, for C and C++. Each one is small and runs on its own. The relationships, queries, observers and reflection folders pair well with the lessons here.
  • flecs-hub: modules that build a small engine out of flecs (transform, physics, input, rendering), and flecs-game, which ties them together. They show how real modules split components, systems and phases.
  • City (live) and Tower defense: complete demos built from those modules.
  • Extermination Shock and ECS Survivors: open-source games, so you can see how a full project organises itself.

Articles

The author’s articles explain why flecs is built the way it is, which makes the trade-offs in these lessons easier to reason about:

Tools

People

The flecs Discord is active, friendly, and where much of the practical knowledge on this site comes from: people sharing what they measured, what surprised them, and what worked in their games. Search it before asking, since most questions have come up before, and bring numbers if you’re asking about performance.