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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-10-22 11:35:47 +0200
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-10-22 11:35:47 +0200
commit176ac90fce318334f1377d94d6e637e1eff84c3c (patch)
tree104b86fc3537fd82c7b9dd731ee716c51441ca31 /mwe
parentedfcb27fe37fdcf08622863f331960325e3899ac (diff)
parent77555730e3ddb811b9ce8470659663e3f1573de2 (diff)
Merge branch 'master' into niels/rendering
Diffstat (limited to 'mwe')
-rw-r--r--mwe/ecs-homemade/CMakeLists.txt17
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h58
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp135
-rw-r--r--mwe/ecs-homemade/inc/Components.h66
-rw-r--r--mwe/ecs-homemade/inc/Components.hpp20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp7
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp23
-rw-r--r--mwe/ecs-homemade/src/Components.cpp23
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp7
-rw-r--r--mwe/ecs-homemade/src/main.cpp75
-rw-r--r--mwe/ecs-memory-efficient/CMakeLists.txt17
-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.h36
-rw-r--r--mwe/ecs-memory-efficient/inc/ComponentManager.hpp15
-rw-r--r--mwe/ecs-memory-efficient/inc/Components.h33
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.h34
-rw-r--r--mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp84
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.h24
-rw-r--r--mwe/ecs-memory-efficient/inc/GameObjectMax.hpp19
-rw-r--r--mwe/ecs-memory-efficient/src/ComponentManager.cpp22
-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.cpp59
-rw-r--r--mwe/gameloop/include/gameObject.h1
-rw-r--r--mwe/gameloop/include/timer.h2
-rw-r--r--mwe/gameloop/src/loopManager.cpp34
-rw-r--r--mwe/gameloop/src/main.cpp3
-rw-r--r--mwe/gameloop/src/timer.cpp13
28 files changed, 846 insertions, 19 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt
new file mode 100644
index 0000000..6267c1a
--- /dev/null
+++ b/mwe/ecs-homemade/CMakeLists.txt
@@ -0,0 +1,17 @@
+cmake_minimum_required(VERSION 3.5)
+project(ecs-homemade)
+
+# Set the C++ standard (optional, but good practice)
+set(CMAKE_CXX_STANDARD 17)
+set(CMAKE_CXX_STANDARD_REQUIRED True)
+
+# Use the debug mode (otherwise breakpoints are not compiled)
+set(CMAKE_BUILD_TYPE Debug)
+
+add_executable(ecs-homemade
+ src/main.cpp
+ src/ComponentManager.cpp
+ src/Components.cpp
+ src/GameObjectMax.cpp
+)
+target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc")
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
new file mode 100644
index 0000000..0ba358e
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -0,0 +1,58 @@
+#pragma once
+
+#include "Components.h"
+#include <cstdint>
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <utility>
+#include <vector>
+
+class ComponentManager {
+public:
+ static ComponentManager & GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
+
+ //Add a component of a specific type
+ template <typename T, typename... Args>
+ T & AddComponent(std::uint32_t id, Args &&... args);
+ //Deletes all components of a specific type and id
+ template <typename T>
+ void DeleteComponentsById(std::uint32_t id);
+ //Deletes all components of a specific type
+ template <typename T>
+ void DeleteComponents();
+ //Deletes all components of a specific id
+ void DeleteAllComponentsOfId(std::uint32_t id);
+ //Deletes all components
+ void DeleteAllComponents();
+
+ //Get a vector<> of all components at specific type and id
+ template <typename T>
+ std::vector<std::reference_wrapper<T>>
+ GetComponentsByID(std::uint32_t id) const;
+ //Get a vector<> of all components of a specific type
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByType() const;
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ /*
+ * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
+ * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
+ * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
+ * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
+ */
+ std::unordered_map<std::type_index,
+ std::vector<std::vector<std::unique_ptr<Component>>>>
+ mComponents;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
new file mode 100644
index 0000000..92db1d4
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -0,0 +1,135 @@
+
+template <typename T, typename... Args>
+T & ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Check if this component type is already in the unordered_map<>
+ if (mComponents.find(type) == mComponents.end()) {
+ //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ mComponents[type]
+ = std::vector<std::vector<std::unique_ptr<Component>>>();
+ }
+
+ //Resize the vector<> if the id is greater than the current size
+ if (id >= mComponents[type].size()) {
+ //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ mComponents[type].resize(id + 1);
+ }
+
+ //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+ mComponents[type][id].push_back(
+ std::make_unique<T>(std::forward<Args>(args)...));
+
+ return static_cast<T &>(*mComponents[type][id].back().get());
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+ //Get the correct vector<>
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray
+ = mComponents[type];
+
+ //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ //Clear the whole vector<> of this specific type and id
+ componentArray[id].clear();
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+ //Clear the whole vector<> of this specific type
+ mComponents[type].clear();
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+
+ //Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type);
+
+ //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ //Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ componentArray[id]) {
+ //Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ //Ensure that the cast was successful
+ if (castedComponent) {
+ //Add the dereferenced raw pointer to the vector<>
+ componentVector.push_back(*castedComponent);
+ }
+ }
+ }
+ }
+
+ //Return the vector<>
+ return componentVector;
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+ //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+
+ //Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type);
+
+ //Loop through the whole vector<>
+ for (const std::vector<std::unique_ptr<Component>> & component :
+ componentArray) {
+ //Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr : component) {
+ //Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ //Ensure that the cast was successful
+ if (castedComponent) {
+ //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ componentVector.emplace_back(std::ref(*castedComponent));
+ }
+ }
+
+ //++id; //Increase the id (the id will also be stored in the returned vector<>)
+ }
+ }
+
+ //Return the vector<>
+ return componentVector;
+}
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
new file mode 100644
index 0000000..ad491e7
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.h
@@ -0,0 +1,66 @@
+#pragma once
+
+#include <memory>
+#include <string>
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
+
+class IBehaviour {
+public:
+ virtual ~IBehaviour() = default;
+ virtual void onStart() = 0;
+ virtual void onUpdate() = 0;
+};
+
+template <typename T>
+class BehaviourWrapper : public IBehaviour {
+public:
+ BehaviourWrapper();
+ void onStart() override;
+ void onUpdate() override;
+
+private:
+ T instance;
+};
+
+class BehaviourScript : public Component {
+public:
+ template <typename T>
+ void addScript();
+
+ void onStart();
+ void onUpdate();
+
+private:
+ std::unique_ptr<IBehaviour> behaviour;
+};
+
+#include "Components.hpp"
diff --git a/mwe/ecs-homemade/inc/Components.hpp b/mwe/ecs-homemade/inc/Components.hpp
new file mode 100644
index 0000000..436a28c
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.hpp
@@ -0,0 +1,20 @@
+#include "Components.h"
+#include <iostream>
+
+template <typename T>
+BehaviourWrapper<T>::BehaviourWrapper() : instance() {}
+
+template <typename T>
+void BehaviourWrapper<T>::onStart() {
+ instance.onStart();
+}
+
+template <typename T>
+void BehaviourWrapper<T>::onUpdate() {
+ instance.onUpdate();
+}
+
+template <typename T>
+void BehaviourScript::addScript() {
+ behaviour = std::make_unique<BehaviourWrapper<T>>();
+}
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
new file mode 100644
index 0000000..5fab44a
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename T, typename... Args>
+ T & AddComponent(Args &&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..2f433bb
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -0,0 +1,7 @@
+#include "ComponentManager.h"
+
+template <typename T, typename... Args>
+T & GameObject::AddComponent(Args &&... args) {
+ return ComponentManager::GetInstance().AddComponent<T>(
+ mId, std::forward<Args>(args)...);
+}
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
new file mode 100644
index 0000000..536c152
--- /dev/null
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -0,0 +1,23 @@
+#include "ComponentManager.h"
+
+ComponentManager ComponentManager::mInstance;
+
+ComponentManager & ComponentManager::GetInstance() { return mInstance; }
+
+ComponentManager::ComponentManager() {}
+
+void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) {
+ for (auto & [type, componentArray] :
+ mComponents) { //Loop through all the types (in the unordered_map<>)
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the components at this specific id
+ }
+ }
+}
+
+void ComponentManager::DeleteAllComponents() {
+ mComponents.clear(); //Clear the whole unordered_map<>
+}
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
new file mode 100644
index 0000000..de8753e
--- /dev/null
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -0,0 +1,23 @@
+#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) {}
+
+void BehaviourScript::onStart() {
+ if (behaviour) {
+ behaviour->onStart();
+ }
+}
+
+void BehaviourScript::onUpdate() {
+ if (behaviour) {
+ behaviour->onUpdate();
+ }
+}
diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp
new file mode 100644
index 0000000..b0c5af7
--- /dev/null
+++ b/mwe/ecs-homemade/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-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
new file mode 100644
index 0000000..70c5d2c
--- /dev/null
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -0,0 +1,75 @@
+#include <chrono>
+#include <cstdint>
+#include <iostream>
+#include <vector>
+
+#include "ComponentManager.h"
+#include "Components.h"
+#include "GameObjectMax.h"
+
+class myScript {
+public:
+ void onStart() { std::cout << "In onStart" << std::endl; }
+
+ void onUpdate() { std::cout << "In onUpdate" << std::endl; }
+};
+
+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);
+ gameObject[i]->AddComponent<BehaviourScript>().addScript<myScript>();
+ }
+
+ 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;
+ }
+
+ std::vector<std::reference_wrapper<BehaviourScript>> scripts
+ = ComponentManager::GetInstance()
+ .GetComponentsByType<BehaviourScript>();
+ for (BehaviourScript & script : scripts) {
+ //script.onStart();
+ //script.onUpdate();
+ }
+
+ 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;
+}
diff --git a/mwe/ecs-memory-efficient/CMakeLists.txt b/mwe/ecs-memory-efficient/CMakeLists.txt
new file mode 100644
index 0000000..d072907
--- /dev/null
+++ b/mwe/ecs-memory-efficient/CMakeLists.txt
@@ -0,0 +1,17 @@
+cmake_minimum_required(VERSION 3.5)
+project(ecs-memory-efficient)
+
+# Set the C++ standard (optional, but good practice)
+set(CMAKE_CXX_STANDARD 17)
+set(CMAKE_CXX_STANDARD_REQUIRED True)
+
+# Use the debug mode (otherwise breakpoints are not compiled)
+set(CMAKE_BUILD_TYPE Debug)
+
+add_executable(ecs-memory-efficient
+ src/main.cpp
+ src/ComponentManager.cpp
+ src/Components.cpp
+ src/GameObjectMax.cpp
+)
+target_include_directories(ecs-memory-efficient PRIVATE "${CMAKE_SOURCE_DIR}/inc")
diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.h b/mwe/ecs-memory-efficient/inc/ComponentManager.h
new file mode 100644
index 0000000..8279a9a
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ComponentManager.h
@@ -0,0 +1,36 @@
+#pragma once
+
+#include "Components.h"
+#include "ContiguousContainer.h"
+
+class ComponentManager {
+public:
+ static ComponentManager & GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
+
+ template <typename... Args>
+ void addSpriteComponent(Args &&... args);
+ template <typename... Args>
+ void addRigidbodyComponent(Args &&... args);
+ template <typename... Args>
+ void addColiderComponent(Args &&... args);
+
+ std::vector<std::reference_wrapper<Sprite>> getAllSpriteReferences();
+ std::vector<std::reference_wrapper<Rigidbody>> getAllRigidbodyReferences();
+ std::vector<std::reference_wrapper<Colider>> getAllColiderReferences();
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ ContiguousContainer<Sprite> mSpriteContainer;
+ ContiguousContainer<Rigidbody> mRigidbodyContainer;
+ ContiguousContainer<Colider> mColiderContainer;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-memory-efficient/inc/ComponentManager.hpp b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp
new file mode 100644
index 0000000..a914a6b
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ComponentManager.hpp
@@ -0,0 +1,15 @@
+
+template <typename... Args>
+void ComponentManager::addSpriteComponent(Args &&... args) {
+ mSpriteContainer.pushBack(std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void ComponentManager::addRigidbodyComponent(Args &&... args) {
+ mRigidbodyContainer.pushBack(std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void ComponentManager::addColiderComponent(Args &&... args) {
+ mColiderContainer.pushBack(std::forward<Args>(args)...);
+}
diff --git a/mwe/ecs-memory-efficient/inc/Components.h b/mwe/ecs-memory-efficient/inc/Components.h
new file mode 100644
index 0000000..98c5fe7
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/Components.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <string>
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.h b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h
new file mode 100644
index 0000000..e3b57ba
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.h
@@ -0,0 +1,34 @@
+#pragma once
+
+#include <cstdlib> // For malloc and free
+#include <new> // For placement new
+#include <stdexcept> // For std::bad_alloc
+#include <utility> // For std::move and std::forward
+#include <vector> // For returning references
+
+template <typename T>
+class ContiguousContainer {
+public:
+ ContiguousContainer();
+ ~ContiguousContainer();
+
+ // Use perfect forwarding for pushBack
+ template <typename... Args>
+ void pushBack(Args &&... args);
+
+ void popBack();
+ T & operator[](size_t index);
+ size_t getSize() const;
+
+ // Function to return references to all stored objects
+ std::vector<std::reference_wrapper<T>> getAllReferences();
+
+private:
+ T * mData;
+ size_t mSize;
+ size_t mCapacity;
+
+ void resize(size_t new_capacity); // Resize function to allocate more space
+};
+
+#include "ContiguousContainer.hpp"
diff --git a/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp
new file mode 100644
index 0000000..408d5aa
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/ContiguousContainer.hpp
@@ -0,0 +1,84 @@
+template <typename T>
+ContiguousContainer<T>::ContiguousContainer() : mSize(0), mCapacity(10) {
+ // Allocate memory for 10 objects initially
+ mData = static_cast<T *>(malloc(mCapacity * sizeof(T)));
+ if (!mData) {
+ throw std::bad_alloc();
+ }
+}
+
+template <typename T>
+ContiguousContainer<T>::~ContiguousContainer() {
+ // Destroy all constructed objects
+ for (size_t i = 0; i < mSize; ++i) {
+ mData[i].~T();
+ }
+ // Free the allocated memory
+ free(mData);
+}
+
+template <typename T>
+template <typename... Args>
+void ContiguousContainer<T>::pushBack(Args &&... args) {
+ if (mSize == mCapacity) {
+ // Double the capacity if the container is full
+ resize(mCapacity * 2);
+ }
+ // Use placement new with perfect forwarding to construct the object in place
+ new (mData + mSize) T(std::forward<Args>(args)...);
+ ++mSize;
+}
+
+template <typename T>
+void ContiguousContainer<T>::popBack() {
+ if (mSize > 0) {
+ --mSize;
+ // Explicitly call the destructor
+ mData[mSize].~T();
+ }
+}
+
+template <typename T>
+T & ContiguousContainer<T>::operator[](size_t index) {
+ if (index >= mSize) {
+ throw std::out_of_range("Index out of range");
+ }
+ return mData[index];
+}
+
+template <typename T>
+size_t ContiguousContainer<T>::getSize() const {
+ return mSize;
+}
+
+// Function that returns a vector of references to all stored objects
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ContiguousContainer<T>::getAllReferences() {
+ std::vector<std::reference_wrapper<T>> references;
+ references.reserve(mSize); // Reserve space to avoid reallocation
+ for (size_t i = 0; i < mSize; ++i) {
+ references.push_back(std::ref(mData[i]));
+ }
+ return references;
+}
+
+template <typename T>
+void ContiguousContainer<T>::resize(size_t new_capacity) {
+ // Allocate new memory block with the updated capacity
+ T * new_data = static_cast<T *>(malloc(new_capacity * sizeof(T)));
+ if (!new_data) {
+ throw std::bad_alloc();
+ }
+
+ // Move or copy existing objects to the new memory block
+ for (size_t i = 0; i < mSize; ++i) {
+ new (new_data + i) T(std::move(mData[i])); // Move the objects
+ mData[i].~T(); // Call the destructor for the old object
+ }
+
+ // Free the old memory block
+ free(mData);
+ mData = new_data;
+ mCapacity = new_capacity;
+}
diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.h b/mwe/ecs-memory-efficient/inc/GameObjectMax.h
new file mode 100644
index 0000000..760e330
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.h
@@ -0,0 +1,24 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename... Args>
+ void addSpriteComponent(Args &&... args);
+ template <typename... Args>
+ void addRigidbodyComponent(Args &&... args);
+ template <typename... Args>
+ void addColiderComponent(Args &&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..be3ffa2
--- /dev/null
+++ b/mwe/ecs-memory-efficient/inc/GameObjectMax.hpp
@@ -0,0 +1,19 @@
+#include "ComponentManager.h"
+
+template <typename... Args>
+void GameObject::addSpriteComponent(Args &&... args) {
+ ComponentManager::GetInstance().addSpriteComponent(
+ std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void GameObject::addRigidbodyComponent(Args &&... args) {
+ ComponentManager::GetInstance().addRigidbodyComponent(
+ std::forward<Args>(args)...);
+}
+
+template <typename... Args>
+void GameObject::addColiderComponent(Args &&... args) {
+ ComponentManager::GetInstance().addColiderComponent(
+ std::forward<Args>(args)...);
+}
diff --git a/mwe/ecs-memory-efficient/src/ComponentManager.cpp b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
new file mode 100644
index 0000000..8c1fd23
--- /dev/null
+++ b/mwe/ecs-memory-efficient/src/ComponentManager.cpp
@@ -0,0 +1,22 @@
+#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..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;
+}
diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h
index 69f4d52..abdc9b0 100644
--- a/mwe/gameloop/include/gameObject.h
+++ b/mwe/gameloop/include/gameObject.h
@@ -19,6 +19,7 @@ public:
void setHeight(float value);
void setVelX(float value);
void setVelY(float value);
+ int direction;
private:
std::string name = "";
diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h
index 22383b2..8273746 100644
--- a/mwe/gameloop/include/timer.h
+++ b/mwe/gameloop/include/timer.h
@@ -13,6 +13,8 @@ public:
double getFixedDeltaTime() const;
void setFPS(int FPS);
int getFPS() const;
+ double getGameScale();
+ void setGameScale(double);
void enforceFrameRate();
double getLag() const;
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index cb532cc..0392853 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -11,7 +11,14 @@ void LoopManager::processInput() {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
gameRunning = false;
+ } else if (event.key.keysym.sym == SDLK_i) {
+ LoopTimer::getInstance().setGameScale(
+ LoopTimer::getInstance().getGameScale() + 0.1);
+ } else if (event.key.keysym.sym == SDLK_k) {
+ LoopTimer::getInstance().setGameScale(
+ LoopTimer::getInstance().getGameScale() - 0.1);
}
+
break;
}
}
@@ -41,11 +48,11 @@ void LoopManager::loop() {
void LoopManager::setup() {
gameRunning = window.initWindow();
LoopTimer::getInstance().start();
- LoopTimer::getInstance().setFPS(50);
+ LoopTimer::getInstance().setFPS(500);
- for (int i = 0; i < 2; i++) {
+ for (int i = 1; i < 3; i++) {
GameObject * square
- = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0);
+ = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0);
objectList.push_back(square);
}
}
@@ -57,13 +64,26 @@ void LoopManager::render() {
}
void LoopManager::update() {
- fprintf(stderr, "**********normal update********** \n");
+ fprintf(stderr, "********** normal update ********** \n");
LoopTimer & timer = LoopTimer::getInstance();
float delta = timer.getDeltaTime();
-
for (int i = 0; i < objectList.size(); i++) {
- objectList[i]->setX(objectList[i]->getX() + 50 * delta);
- objectList[i]->setY(objectList[i]->getY() + 50 * delta);
+ GameObject * obj = objectList[i];
+
+ // Move the object based on its direction
+ if (obj->direction == 1) {
+ obj->setX(obj->getX() + 50 * delta);
+ } else {
+ obj->setX(obj->getX() - 50 * delta);
+ }
+
+ if (obj->getX() > 500) {
+ obj->setX(500);
+ obj->direction = 0; // Switch direction to left
+ } else if (obj->getX() < 50) {
+ obj->setX(50); // Clamp the position to the boundary
+ obj->direction = 1; // Switch direction to right
+ }
}
}
diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp
index 889a30a..c0f216a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -4,9 +4,6 @@
//#include "window.h"
#include "loopManager.h"
#include "timer.h"
-//Screen dimension constants
-
-//Starts up SDL and creates window
int main(int argc, char * args[]) {
LoopManager gameLoop;
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 61e144d..97baef6 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,15 +1,11 @@
#include "timer.h"
-
-// Constructor (private)
LoopTimer::LoopTimer() {}
-// Get the singleton instance of the timer
LoopTimer & LoopTimer::getInstance() {
static LoopTimer instance;
return instance;
}
-// Start the timer (initialize frame time)
void LoopTimer::start() {
lastFrameTime = SDL_GetTicks64();
elapsedTime = 0;
@@ -17,16 +13,14 @@ void LoopTimer::start() {
deltaTime = 0;
}
-// Update the timer, calculate deltaTime
void LoopTimer::update() {
uint64_t currentFrameTime = SDL_GetTicks64();
- deltaTime
- = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
if (deltaTime > maximumDeltaTime) {
deltaTime = maximumDeltaTime;
}
-
+ deltaTime *= gameScale;
elapsedTime += deltaTime;
lastFrameTime = currentFrameTime;
}
@@ -44,7 +38,8 @@ void LoopTimer::setFPS(int FPS) {
}
int LoopTimer::getFPS() const { return FPS; }
-
+void LoopTimer::setGameScale(double value) { gameScale = value; };
+double LoopTimer::getGameScale() { return gameScale; }
void LoopTimer::enforceFrameRate() {
uint64_t currentFrameTime = SDL_GetTicks64();
double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;