You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
* feat: improve add/remove performances
The pool of entities ids (filled with deleted entities) allows to use a slice instead of a map to store entities & component register.
The names are not manager by Volt anymore, the common method would be to add a MetadataComponent to the tracked entities (if necessary to fetch by names)
* chore: remove profiling in volt_test
* chore: documentation of events & naming
Clean documentation, removing entities names in the API
* chore: update benchmark values
* chore: clean documentation
BREAKING CHANGE: the naming of entities is removed
- Arche is the fastest tool for writes operations. In our game development though we would rather lean towards fastest read operations, because the games loops will read way more often than write.
@@ -236,8 +286,6 @@ The creator and maintainer of Arche has published more complex benchmarks availa
236
286
https://github.com/mlange-42/go-ecs-benchmarks
237
287
238
288
## What is to come next ?
239
-
- Tags (zero sized types) are useful to query entities with specific features: for example, in a renderer, to get only the entities with the boolean isCulled == false.
240
-
This would hugely reduce the loops operations in some scenarios. Currently we can use the filters on the iterators, but it does not avoid the fact that every entity (with the given components) is looped by the renderer.
241
289
- For now the system is not designed to manage writes on a concurrent way: it means it is not safe to add/remove components in queries
242
290
using multiples threads/goroutines. I need to figure out how to implement this, though I never met the need for this feature myself.
0 commit comments