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ashleycpp's Introduction

Hello!

For more about me, my website is the best place to go.

Programming Languages: Python, Go, C++, RISC-V Assembly

Human Languages: ๐Ÿ‡ฌ๐Ÿ‡ง ๐Ÿ‡ฉ๐Ÿ‡ช

ashleycpp's People

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ashleycpp's Issues

Feature Parity with Java Original

Currently README.md suggests we have parity as of this commit.

We should get up to date, and update the README.

Todo:

  • Add EntitySystem::getEngine commit
    | see #9
  • Add EntityListener priority commit
  • Check what happens when adding the same entity to and engine twice, and define behaviour if neccessary issue
  • Check (+ test?) this issue
  • Consider splitting Engine class into smaller classes as in ashley PR#196

Implement Optional Instrumentation

Add an optional (toggled by a define) instrumentation system which allows users to track various statistics about the usage of various entities, systems and components.

It's important that this is all entirely optional, to avoid any performance impact in releases.

Examples of stats we could collect:

  • System ordering
  • Number of fetches within an update (i.e. usage of componentmapper)
  • The number of matching entities in an update cycle

Multithreading systems

It would be nice to have a base class, which called the component processEntities with multiple threads (from a pool). So it can be much faster (hopefully). The original ashley doesn't have this feature, but it would be a nice addition to this one.

See this theoretical post: https://gamedev.stackexchange.com/a/62754

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