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"""
Super bare-bones mesh exporter script.
Exports into a minimal data format ready to upload to the GPU.
Vertices are deduplicated, and using index buffer.
Mesh is triangulated. Hard edges are preserved.
Coordinates are mesh-local, converted to Y-up.
--- Data Format ---
VERTEX_COUNT: u32
INDEX_COUNT: u32
VERTEX_BUFFER: float[VERTEX_COUNT][8]
package main
import "core:os";
import "core:fmt";
import "core:strconv";
import "core:strings"
Vec3 :: [3]f32
Vec2 :: [2]f32
@Kiokiok
Kiokiok / FlecsBootstrapper.cs
Last active August 8, 2025 13:22
Simple example on how to render flecs entities in Godot. Two ways : individual instances or multimesh.
using Godot;
using Flecs.NET.Core;
using static Flecs.NET.Bindings.Native;
public partial class FlecsBootstrapper : Node3D
{
[Export]
Mesh renderMesh;
[Export]