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authorMartin Kagamino Lehoux <martin@lehoux.net>2026-01-15 22:05:38 +0100
committerMartin Kagamino Lehoux <martin@lehoux.net>2026-01-15 22:05:46 +0100
commit13626410c4d6db7fdc15ded5ee7865fcdbf0b88a (patch)
treea549d918804acb7682c857e742f1af189692cf62 /README.md
parentcf85fc095bc9b6ab4b49e4f88a5f04d7ac2fe74b (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.
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- 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