#include #include #include #include #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> allSprites = ComponentManager::GetInstance().getAllSpriteReferences(); for(Sprite& sprite : allSprites) { //std::cout << sprite.mPath << std::endl; } //std::cout << std::endl; std::vector> allRigidbody = ComponentManager::GetInstance().getAllRigidbodyReferences(); for(Rigidbody& rigidbody : allRigidbody) { //std::cout << rigidbody.mMass << " " << rigidbody.mGravityScale << " " << rigidbody.mBodyType << std::endl; } //std::cout << std::endl; std::vector> 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(stopAdding - startAdding); auto LoopTime = std::chrono::duration_cast(stopLooping - stopAdding); std::cout << "AddTime: " << Addtime.count() << " us" << std::endl; std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl; }