Question about ECS integration roadmap (Fennecs/Arch/Flecs)

Hi everyone!

I’m an experienced Unity developer (C#) migrating to Flax Engine. I’m really enjoying the engine so far, especially the modern .NET support and open architecture.

In Unity, I heavily relied on DOTS (Entities) for performance-critical systems (like large swarms of units). I know Flax uses an Actor-based model by default, but I’m looking for the best way to implement ECS here.

My questions are:

  1. Is there any official roadmap for native ECS support in Flax, or is the engine purely focused on the Actor/Script workflow?
  2. What are the current community standards for ECS? I’ve seen libraries like Fennecs and Arch being mentioned. Has anyone used them in production with Flax?
  3. How do you usually handle synchronization between ECS data (Transforms) and Flax Actors?

Any advice, benchmarks, or GitHub examples would be greatly appreciated!

Thanks!

from what know there are no plans to add that, or that for instance Godot decided never to add that because it was ’ simpler to code in hierarchies ', and sort of not add ECS, or that it’s more rare games that actually need that, and for those specific titles it might be better to stick with other engines

if you’re moving away from Unity there’s also O3DE Engine that’s got the support of Amazon dot com, or that has it’s own Atom renderer to make next - gen graphics, and from what know Flax Engine has decided ’ not to add that ', or it’s somehow easier for most users not to work that way, etc

?!??

note : perhaps for now look at engines like this that’s quite a bit like Flax Engine where you get ECS right away, and that have also never seen this on the road map at least, or from what know it’s quite rare you need that, and atm Flax Engine is adding more basic stuff, or sort of fixing bugs, and focused on ’ most users ’ to add this feature

link to Stride Engine : Features - Stride Game Engine

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here’s what google has to say, and not sure most video game engines are better off focusing on other things, or for now it’s better to look elsewhere

and that Flax Engine is focused on adding things like destruction to meshes, and sort of the Chaos Physics system from Unreal Engine, or then eventually RTX, and full support for next gen - consoles, or that somehow very few people actually need ECS, and it’s a bit redundant to add because of that from what know, etc

ps. thought you deserved a very thorough answer, or in case this was very important for a project you’re working on, and that have checked the github for Flax Engine where they’re building the code, or that there’s simply no talk of ECS, and from what know no one is working on that at all

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Flax doesn’t have in-built ECS right now. But C# or C++ libs can be integrated into a project (eg. via a plugin). For large scale data processing async coding is important which has large set of features in Flax: Multithreading | Flax Documentation, such as Job System and Task Graph.

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is it posible to just implement ecs by putting all the actors with a certain struct component into a native array and then running the functions and stuff on all of them from a single script running on a seperate thread? What else is ecs?

sounds like Flax Engine has some really good options, and that it’s perhaps too difficult to code an entire new way of processing the data stack, or then also that not sure these video games with a ton of bullets, and somehow enemies dumped in for the sake of it really sells, or are among the best video games at all

what think is that it’s a great discussion if this ECS coding could be useful at all, and sort of how to integrate something like that into an engine that has been built perhaps from the ground up to not run that way, or that ultimately if this is something that’d make more sense as an ’ official ’ plug - in, and with it’s own documentation page somewhere on the internet, etc

myself hope much more for RTX ( because have a laptop that supports that now ), and then also really want to see live destruction of 3D objects, or then that there are bug fixes in visject, and that sort of gets better ( Flax Engine has the best visual script right now ), or that there’s an official roadmap where one could read of all the new cool stuff, and how much the community is simply getting spoiled from this amazing program

link to Flax Engine 1.12 roadmap : Flax Roadmap | Trello

link to 1.12 milestone : 1.12 · Milestone #7 · FlaxEngine/FlaxEngine

there’s a ton of good stuff as it is, and not sure they’re very busy fixing important bugs, or that it might be a discussion to somehow add ECS to the 1.14, or 1.15 milestone, and then what kind of support for that, or if it’s gonna break with all the previous editions of the engine also

?!??

at the Godot Engine it was also decided not to add ECS logics because it was somehow less user - friendly, and that Juan Linietsky that’s sort of in charge of the engine decided it was better to focus on other things, or that there’s a link to an article where he explains their decisisons at the FOSS software