-
**Describe the bug**
When iterating over components with a different source using the C++ API, the new source does not seem to be properly taken into account.
**To Reproduce**
```cpp
flecs::worl…
-
Hello,
As soon as I have 2 entities with a component containing a reference type, calling `Each` crashes at the second iteration. First iteration executes correctly though. Error varies according t…
-
Rather than rendering features, Ogre 2.4 will be focusing on robusting its source code base. There is a lot of code debt which needs to be addressed
- [x] Project name change #232
- [x] Remove …
-
**Describe the bug**
When creating runtime components that contain strings, these strings are not freed on entity destruction, resulting in a memory leak.
**To Reproduce**
This snippet sets u…
-
### Library name
flecs
### New version number
4.0.0
### Other information that may be useful (release notes, etc...)
https://github.com/SanderMertens/flecs/releases/tag/v4.0.0
-
**include areas of flecs-ecs that can panic in C! There are a lot of cases players can send invalid packet (say with invalid entity IDs to crash the server!**
- also we panic if invalid ver is gott…
-
```rust
use flecs_ecs::prelude::*;
#[derive(Component, Debug)]
pub struct Foo(u8);
fn main() {
let world = World::new();
world.observer::().each(|bar: &Foo| {
println!("On…
-
I'm writing this as a reaction to [Nivrig](https://github.com/johngirvin)'s and [Kwahu](https://github.com/kwahu)'s discussion on Amiga Game Dev discord. Some points of reference for ECS systems:
-…
-
go over unsafe code and double check it is all valid/makes sense. we do not want the server to suddenly crash during the 10k player event.
-
I think we should do a lot of research.
I like `evenio` but I think we might need a multi-threaded ECS at some point.
At the same time we need to make sure it works properly. Often these ECSs have a l…