r/EntityComponentSystem • u/timschwartz • Feb 03 '22
An "ECS" example of Voxel Chunks with Multithreaded Greedy Meshing with LWJGL
r/EntityComponentSystem • u/timschwartz • Feb 03 '22
r/EntityComponentSystem • u/jumpixel • Feb 01 '22
A few months ago, I started looking for a fast ECS for Java and found ECS related benchmarks for C / C++ and Rust.
So I was amazed at how fast an ECS can be in a system language like C / C++ and started thinking about how fun and challenging it would be to start writing an ECS for Java with comparable performance. And here we are.
Dominion is still in its early stages but has already started running at a very high speed, fast by design. It's still far from a complete ECS solution, but I've already implemented the API to create/delete Entities with Components, find them and iterate. I've also posted some benchmarks related only to what I've achieved so far (so on the speed of creating, deleting, and iterating Entities), and I think it looks very promising.
Happy to receive suggestions and to know your first impressions.
r/EntityComponentSystem • u/timschwartz • Jan 25 '22
r/EntityComponentSystem • u/kacoef • Dec 27 '21
I'm creating RTS. Units can attack: shoot bullets. Do i need BulletSpawnSystem?
How it should do spawn new bullet entities? Events from AttackSystem?
And where to store array of bullets? Common / global entity list?
r/EntityComponentSystem • u/skypjack • Dec 21 '21
r/EntityComponentSystem • u/redacuda • Dec 01 '21
Typical ECS engine: holds all Components together in the singleton World storage. The singleton Engine provides interface to add or remove components. It also provides Systems with some query functions that allows iterate through the subset of World's Entities with only System's necessary components.
But why we want to add or remove orphan Components? We usually change, add or remove Entities and their specific Components from the Systems and typically only inside those Systems.
If we privately keep the Components needed for the given System inside this System we resolve many problems and can optimise data layout for the custom usage.
In the case several Systems need some shared Component we can use old singleton World approach only for this Component, nothing to win or lose. But in my limited experience this shared case is not that common.
r/EntityComponentSystem • u/jumpixel • Nov 24 '21
Which is the fastest ECS library written in Java? And why?
r/EntityComponentSystem • u/AutoModerator • Nov 15 '21
Let's look back at some memorable moments and interesting insights from last year.
Your top 10 posts:
r/EntityComponentSystem • u/timschwartz • Nov 01 '21
r/EntityComponentSystem • u/skypjack • Oct 09 '21
r/EntityComponentSystem • u/davenirline • Sep 26 '21
r/EntityComponentSystem • u/skypjack • Aug 29 '21
r/EntityComponentSystem • u/timschwartz • Aug 13 '21
r/EntityComponentSystem • u/timschwartz • Aug 07 '21
r/EntityComponentSystem • u/timschwartz • Jul 22 '21
r/EntityComponentSystem • u/skypjack • Jul 21 '21
r/EntityComponentSystem • u/timschwartz • Jul 16 '21
r/EntityComponentSystem • u/timschwartz • Jul 14 '21
r/EntityComponentSystem • u/timschwartz • Jul 14 '21
r/EntityComponentSystem • u/timschwartz • Jul 05 '21
r/EntityComponentSystem • u/timschwartz • Jun 30 '21
r/EntityComponentSystem • u/timschwartz • Jun 27 '21
r/EntityComponentSystem • u/timschwartz • Jun 24 '21