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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-18 14:56:05 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-18 14:56:05 +0200
commit0fdebc7d7a143ad2b9b5ed6a596bf4bb1f0f7d7f (patch)
tree7400cea54bc40b01f64cf91c26a4ae20980a64cc /mwe/ecs-memory-efficient/src/main.cpp
parenta2c719948ff8af9abe267c4d1c9b16cd1e2fb317 (diff)
parent77555730e3ddb811b9ce8470659663e3f1573de2 (diff)
merge master into loek/scripts
Diffstat (limited to 'mwe/ecs-memory-efficient/src/main.cpp')
-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp59
1 files changed, 59 insertions, 0 deletions
diff --git a/mwe/ecs-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp
new file mode 100644
index 0000000..9c6f2aa
--- /dev/null
+++ b/mwe/ecs-memory-efficient/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]->addSpriteComponent("C:/Test");
+ gameObject[i]->addRigidbodyComponent(0, 0, i);
+ gameObject[i]->addColiderComponent(i);
+ }
+
+ auto stopAdding = std::chrono::high_resolution_clock::now();
+
+ //This is what systems would do:
+
+ std::vector<std::reference_wrapper<Sprite>> allSprites
+ = ComponentManager::GetInstance().getAllSpriteReferences();
+ for (Sprite & sprite : allSprites) {
+ //std::cout << sprite.mPath << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Rigidbody>> allRigidbody
+ = ComponentManager::GetInstance().getAllRigidbodyReferences();
+ for (Rigidbody & rigidbody : allRigidbody) {
+ //std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << std::endl;
+ }
+ //std::cout << std::endl;
+
+ std::vector<std::reference_wrapper<Colider>> allColider
+ = ComponentManager::GetInstance().getAllColiderReferences();
+ for (Colider & colider : allColider) {
+ //std::cout << colider.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;
+}