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author | jaroWMR <jarorutjes07@gmail.com> | 2024-10-10 07:06:11 +0200 |
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committer | jaroWMR <jarorutjes07@gmail.com> | 2024-10-10 07:06:11 +0200 |
commit | 3f22ea7e41a81d3c818bdeb536f8df7ff352ae0f (patch) | |
tree | 68fc72eb4c11beb5e1c304b9490fce7192d132f3 /mwe/ecs-homemade/src/main.cpp | |
parent | 97621ae53dfc3434cd97e45266bd4f4ac2ef49e1 (diff) | |
parent | 29fb4bda4872bdfe33a2416a239fb62fc0238167 (diff) |
merge with master
Diffstat (limited to 'mwe/ecs-homemade/src/main.cpp')
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp new file mode 100644 index 0000000..330e154 --- /dev/null +++ b/mwe/ecs-homemade/src/main.cpp @@ -0,0 +1,59 @@ +#include <chrono> +#include <cstdint> +#include <iostream> +#include <vector> + +#include "ComponentManager.h" +#include "Components.h" +#include "GameObjectMax.h" + +int main() { + auto startAdding = std::chrono::high_resolution_clock::now(); + + GameObject * gameObject[100000]; + + for (int i = 0; i < 100000; ++i) { + gameObject[i] = new GameObject(i, "Name", "Tag", 0); + + gameObject[i]->AddComponent<Sprite>("C:/Test"); + gameObject[i]->AddComponent<Rigidbody>(0, 0, i); + gameObject[i]->AddComponent<Colider>(i); + } + + auto stopAdding = std::chrono::high_resolution_clock::now(); + + //This is what systems would do: + + std::vector<std::reference_wrapper<Sprite>> sprites + = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); + for (Sprite & sprite : sprites) { + //std::cout << sprite.get().mPath << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Rigidbody>> rigidBodies + = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); + for (Rigidbody & rigidbody : rigidBodies) { + //std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; + } + //std::cout << std::endl; + + std::vector<std::reference_wrapper<Colider>> coliders + = ComponentManager::GetInstance().GetComponentsByType<Colider>(); + for (Colider & colider : coliders) { + //std::cout << colider.get().mSize << std::endl; + } + + auto stopLooping = std::chrono::high_resolution_clock::now(); + + for (int i = 0; i < 100000; ++i) { + delete gameObject[i]; + } + + auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>( + stopAdding - startAdding); + auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>( + stopLooping - stopAdding); + std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; + std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; +} |