skypjack
EnTT v3.5.0 is out: Gaming meets modern C++
ECS back and forth: Sparse sets and EnTT
Re:EnTT: Gaming meets Modern C++
on Wednesday May 13, 2020 @02:07AM (#23163956)
Well, I don't think I've enough skills on this and I'd follow the project eagerly to learn something new, so I'd go with what you feel confident and/or you like!
My thoughts are that such a project would be of interest for tons of people though, I'd willingly share it as much as possible. :)
Re:EnTT: Gaming meets Modern C++
on Tuesday May 12, 2020 @10:31AM (#23154380)
Wow. Is this a public project or something you can mention? It sounds very interesting!
Re:EnTT: Gaming meets Modern C++
on Sunday May 10, 2020 @03:59AM (#23131038)
The design is such that you pay for what you need. To do what you're looking for, that is, a linear access on multiple components without jumps nor anything else, there exist groups. They are the fastest thing you can imagine because you iterate literally N arrays for N components in order with no jumps nor branches. They affect performance on creation/destruction though, in order to speed up quite a lot linear accesses.
Also, views are such that it doesn't worth it creating a group when one of the components involved in a query is assigned to few entities, since the view internally uses the shortest pool.
And so on, there are tons of details and use cases. The documentation (the wiki, not the README) contains all the details but it's pretty big and takes a while to go through all them.
The fact is that a real world software isn't made only of linear accesses, so the whole library is meant to allow optimizing the given access pattern when needed.
Feel free to ask if I triggered you and you want more details. ;) Reach me out here, on gitter, discord, by mail, whatever...
Re:EnTT: Gaming meets Modern C++
on Sunday May 10, 2020 @02:59AM (#23130823)
This is a good feedback. Reach me out if you have any suggestion on how to improve and organize the doc. Help is always appreciated! :)
EnTT: Gaming meets Modern C++
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A major release that represents an important improvement for EnTT, both in terms of performance and functionalities.To begin with, this is the first official release that requires and fully supports C++17. Moreover, the library has been converted to snake case, leaving behind the misleading coding style of the previous version.Most important improvements:* It's faster and it consumes less...
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Re:ECS (entity-component-system) back and forth, part 2: insights – gr...
on Thursday March 21, 2019 @11:19AM (#19453332)
With this post I wanted to go into details on the grouping functionalities that can be implemented with sparse sets. This is something I have been asked about since I published the last part of the series and I think it can help to better understand how EnTT works under the hood.
I hope the post can find the interest of many.