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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
parentd21afe5b33b4cb3f5cf1917f4d15f402de41a032 (diff)
parentd9889e4501c1f3ebd649b81816e80d1b40d14c87 (diff)
Merge branch 'max/POC-ECS-memory-efficient' of github.com:lonkaars/crepe
Diffstat (limited to 'mwe/ecs-memory-efficient/src')
-rw-r--r--mwe/ecs-memory-efficient/src/ComponentManager.cpp21
-rw-r--r--mwe/ecs-memory-efficient/src/Components.cpp11
-rw-r--r--mwe/ecs-memory-efficient/src/GameObjectMax.cpp7
-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp54
4 files changed, 93 insertions, 0 deletions
diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
new file mode 100644
index 0000000..20d0ce0
--- /dev/null
+++ b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
@@ -0,0 +1,21 @@
+#include "ComponentManager.h"
+
+ComponentManager ComponentManager::mInstance;
+
+ComponentManager& ComponentManager::GetInstance() {
+ return mInstance;
+}
+
+ComponentManager::ComponentManager() {}
+
+std::vector<std::reference_wrapper<Sprite>> ComponentManager::getAllSpriteReferences() {
+ return mSpriteContainer.getAllReferences();
+}
+
+std::vector<std::reference_wrapper<Rigidbody>> ComponentManager::getAllRigidbodyReferences() {
+ return mRigidbodyContainer.getAllReferences();
+}
+
+std::vector<std::reference_wrapper<Colider>> ComponentManager::getAllColiderReferences() {
+ return mColiderContainer.getAllReferences();
+}
diff --git a/mwe/ecs-memory-efficient/src/Components.cpp b/mwe/ecs-memory-efficient/src/Components.cpp
new file mode 100644
index 0000000..c8347b3
--- /dev/null
+++ b/mwe/ecs-memory-efficient/src/Components.cpp
@@ -0,0 +1,11 @@
+#include "Components.h"
+#include <iostream>
+
+Component::Component() : mActive(true) {}
+
+Sprite::Sprite(std::string path) : mPath(path) {}
+
+Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType)
+ : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+
+Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-memory-efficient/src/GameObjectMax.cpp b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp
new file mode 100644
index 0000000..b0c5af7
--- /dev/null
+++ b/mwe/ecs-memory-efficient/src/GameObjectMax.cpp
@@ -0,0 +1,7 @@
+#include "GameObjectMax.h"
+
+#include "ComponentManager.h"
+
+GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,
+ int layer)
+ : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
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;
+}