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| author | Martin Kagamino Lehoux <martin@lehoux.net> | 2026-01-15 22:05:38 +0100 |
|---|---|---|
| committer | Martin Kagamino Lehoux <martin@lehoux.net> | 2026-01-15 22:05:46 +0100 |
| commit | 13626410c4d6db7fdc15ded5ee7865fcdbf0b88a (patch) | |
| tree | a549d918804acb7682c857e742f1af189692cf62 /README.md | |
| parent | cf85fc095bc9b6ab4b49e4f88a5f04d7ac2fe74b (diff) | |
refactor: transition to struct-of-arrays ECS architecture
- Replace individual Entity structs with centralized component slices in Game struct (SoA layout).
- Implement bitmask-based component lookup (CM_Position, CM_Move, etc.).
- Convert logic from object-oriented Update() methods to standalone Systems (UpdateMoveSystem, UpdateGatherSystem, UpdateSpawnSystem).
- Update rendering, selection, and input handling to iterate over component arrays.
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 5 |
1 files changed, 5 insertions, 0 deletions
@@ -14,6 +14,11 @@ - perf: look for nil comparison -> more data oriented - perf: keep a short array of selected and use it instead of `Value.IsSelected` - perf: component columns and systems +- ecs: bitfield for fast checking +- ecs: rename to systems +- perf: measure frame budget +- rename Selection to Selectable +- extract todos in todo list ## Bugs |
