# flecs-zig-ble .. is a [Zig] wrapper around [Flecs], the powerful and fast Entity Component System library. It provides higher-level abstractions around Flecs' primitives and uses Zig's meta-programming functionality for more easily readable and maintainable code. This library is still very much work-in-progress and not ready for use. It's available for people to have a look, give feedback and take inspirations. I'm attempting to develop this project using a test-driven development approach, translating Flecs' C tests (and later, examples) to Zig, creating wrapper types and functions as I go. [Zig]: https://ziglang.org/ [Flecs]: https://github.com/SanderMertens/flecs ## Example ```zig const std = @import("std"); const flecs = @import("flecs-zig-ble"); const Context = flecs.Context(void); const World = Context.World; const Iter = Context.Iter; const Position = struct { x: f32, y: f32 }; const Velocity = struct { x: f32, y: f32 }; pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; flecs.init(gpa.allocator()); const world = try World.init(); defer world.deinit(); _ = try world.component(Position); _ = try world.component(Velocity); _ = try world.system("Move", move, flecs.c.EcsOnUpdate, "Position, Velocity"); const e = world.entity(); e.set(Position, .{ .x = 10, .y = 20 }); e.set(Velocity, .{ .x = 1, .y = 2 }); while (world.progress(0.0)) { } } fn move(it: Iter) void { const pos_field = it.field(Position, 1); const vel_field = it.field(Velocity, 2); for (pos_field, vel_field) |*p, v| { p.x += v.x; p.y += v.y; } } ```