#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]->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::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; } 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; }