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-rw-r--r--mwe/ecs-homemade/src/main.cpp35
1 files changed, 20 insertions, 15 deletions
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
index 41f7d6d..330e154 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -1,54 +1,59 @@
+#include <chrono>
+#include <cstdint>
#include <iostream>
#include <vector>
-#include <cstdint>
-#include <chrono>
#include "ComponentManager.h"
-#include "GameObjectMax.h"
#include "Components.h"
+#include "GameObjectMax.h"
int main() {
auto startAdding = std::chrono::high_resolution_clock::now();
- GameObject* gameObject[100000];
+ GameObject * gameObject[100000];
- for(int i = 0; i < 100000; ++i) {
+ 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);
}
-
+
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::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::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::vector<std::reference_wrapper<Colider>> coliders
+ = ComponentManager::GetInstance().GetComponentsByType<Colider>();
+ for (Colider & colider : coliders) {
//std::cout << colider.get().mSize << std::endl;
}
auto stopLooping = std::chrono::high_resolution_clock::now();
for (int i = 0; i < 100000; ++i) {
- delete gameObject[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);
+ 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;
}