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First of all, thanks for the great addon, this looks very well architected and seems to be one of the only options available for implementing ECS in Godot.
I did some experiments and noticed that queries have a huge overhead performance-wise.
My question is, do you have any plans, or see any potential route for optimizing queries more? E.g. caching entities that match a query and keeping that cache up to date preemptively (e.g. when an entity is added to the world / when components of an entity are modified).
EDIT:
Another approach would be to index Archetypes instead of entities per component
Thanks again!
The text was updated successfully, but these errors were encountered:
Yes, I certainly think there are a lot of opportunities to increase performance here. We can do a lot with archetypes and caching. I've been experimenting a bit with it as I make my game with this addon.
I'd be interested to see what kind of performance metrics you were getting as well.
I'm always down to collaborate and will accept pull requests as well if you're interested in helping.
The queries work but I'm not happy with the way they do things. I'd like to re-architect the ECS at some point but keep the same surface API.
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First of all, thanks for the great addon, this looks very well architected and seems to be one of the only options available for implementing ECS in Godot.
I did some experiments and noticed that queries have a huge overhead performance-wise.
My question is, do you have any plans, or see any potential route for optimizing queries more? E.g. caching entities that match a query and keeping that cache up to date preemptively (e.g. when an entity is added to the world / when components of an entity are modified).
EDIT:
Another approach would be to index Archetypes instead of entities per component
Thanks again!
The text was updated successfully, but these errors were encountered: