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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-17 17:07:55 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-17 17:07:55 +0200 |
commit | e0fab8139a4dd8a33e54cb7fdea85d2bd3feaeb9 (patch) | |
tree | d7cc1a2583899d4557e54a2b33dee342f0405a2e /mwe/ecs-memory-efficient/src/main.cpp | |
parent | d21afe5b33b4cb3f5cf1917f4d15f402de41a032 (diff) | |
parent | d9889e4501c1f3ebd649b81816e80d1b40d14c87 (diff) |
Merge branch 'max/POC-ECS-memory-efficient' of github.com:lonkaars/crepe
Diffstat (limited to 'mwe/ecs-memory-efficient/src/main.cpp')
-rw-r--r-- | mwe/ecs-memory-efficient/src/main.cpp | 54 |
1 files changed, 54 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..c25816b --- /dev/null +++ b/mwe/ecs-memory-efficient/src/main.cpp @@ -0,0 +1,54 @@ +#include <iostream> +#include <vector> +#include <cstdint> +#include <chrono> + +#include "ComponentManager.h" +#include "GameObjectMax.h" +#include "Components.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; +} |