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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-17 17:07:55 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-17 17:07:55 +0200
commite0fab8139a4dd8a33e54cb7fdea85d2bd3feaeb9 (patch)
treed7cc1a2583899d4557e54a2b33dee342f0405a2e /mwe/ecs-memory-efficient/src/main.cpp
parentd21afe5b33b4cb3f5cf1917f4d15f402de41a032 (diff)
parentd9889e4501c1f3ebd649b81816e80d1b40d14c87 (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.cpp54
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;
+}