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-rw-r--r--mwe/ecs-memory-efficient/src/main.cpp33
1 files changed, 19 insertions, 14 deletions
diff --git a/mwe/ecs-memory-efficient/src/main.cpp b/mwe/ecs-memory-efficient/src/main.cpp
index c25816b..9c6f2aa 100644
--- a/mwe/ecs-memory-efficient/src/main.cpp
+++ b/mwe/ecs-memory-efficient/src/main.cpp
@@ -1,18 +1,18 @@
+#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]->addSpriteComponent("C:/Test");
@@ -24,31 +24,36 @@ int main() {
//This is what systems would do:
- std::vector<std::reference_wrapper<Sprite>> allSprites = ComponentManager::GetInstance().getAllSpriteReferences();
- for(Sprite& sprite : allSprites) {
+ 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::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::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];
+ 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;
}