- Adds an example for
World.Mask
, showing how to check whether a filter "contains" an entity (#428) - Adds the beecs implementation of BEEHAVE to the showcase (#429)
- Ensure Assign() copies components before notifying listeners (#426, g-getsov)
- Fixes dispatch listener bug that did not clear component restriction (#424, g-getsov)
- Adds function
ResourceTypeID
to register/get a resource ID from areflect.Type
(#420)
- Fix component type in examples/base (#419)
- Adds
Entity.ID()
andEntity.Generation()
(#408, delaneyj)
- Adds a showcase chapter "Made with Arche" to the documentation page (#411)
- Re-arrange struct fields to save memory in a few places (#413)
- Fix crash caused by extending layouts of an inactive archetype (#416, reported in #415)
Arche now has a dedicated documentation site with a structured user guide and background information. We hope that this will lower the barrier to entrance significantly.
Further, Arche got a few new features:
Query.EntityAt
was added for random access to query entities.- Generic filters now support
Exclusive
, like ID-based filters. - Build tag
debug
improves error messages in a few places where we rely on standard library panics for performance.
- Renames types in
ecs.stats
to follow Go standards.stats.WorldStats
->stats.World
,stats.NodeStats
->stats.Node
, ... (#388)
- Adds method
Query.EntityAt()
, useful for things like random sampling of entities (#358) - Adds build tag
debug
to improve error messages in a few places where we rely on standard library panics for performance (#377) - Adds method
FilterX.Exclusive()
to all generic filters (#381)
- Adds a dedicated Arche User Guide web site (#380, #382, #383, #384, #385)
- Adds
BENCHMARKS.mdbenchmarks for a tabular overview of the runtime cost of typical Arche ECS operations (#367, #372) - Link benchmarking code in
README.md
and benchmarking tables (#375) - Documents build tags
tiny
anddebug
in package docs ofecs
(#377) - Adds examples to demonstrate the use of non-ECS data structures together with ECS (#379)
- Prevents using the same component multiple times in any operations, through panic (#357)
- Generic filters use
Mask
instead of slowerMaskFilter
if no components are excluded (#381)
- Improves error messages for running out of world locks, components or resources, and on unbalanced unlock (#363)
- Adds benchmarks for query creation (#366)
- Upgrade to Go 1.22 in CI (#376)
- Renames directory
examples
to_examples
to accommodate changed test coverage behaviour of Go 1.22 (#376) - In unit tests, error messages of all panics are asserted (#377)
- Fix IsRelation check to allow for non-struct components, like type aliases (#354)
- Repository arche-demo provides a live demo of several models built with Arche.
- Arche supports full world serialization and deserialization, in conjunction with arche-serde (#319)
- Supports 256 instead of 128 component types as well as resource types and engine locks (#313)
- Generic API supports up to 12 instead of 8 component types (#324)
- Reworked event system with granular subscription to different event types and components (#333, #334, #335, #337, #340)
MaskTotalBits
changed from 128 to 256 (#313)- Removes
Mask.Lo
andMask.Hi
, internal mask representation is now private (#313) Filter.Matches(Mask)
becameFilter.Matches(*Mask)
; same for allFilter
implementations (#313)
This change was necessary to get the same performance as before, despite the more heavyweight implementation of the now 256 bitsMask
.- Component and resource IDs are now opaque types instead of type aliases for
uint8
(#330) - Restructures
EntityEvent
to remove redundant information and better handle relation changes (#333) - World event listener changed from a simple function to a
Listener
interface (#334) - Removes
World.ComponentType(ID)
, use functionComponentInfo(ID)
instead (#341)
- Adds functions
ComponentInfo(*World, ID)
andResourceType(*World, ResID)
(#315, #318) - Adds methods
World.Ids(Entity)
andQuery.Ids()
to get component IDs for an entity (#315, #325) - Entities support JSON marshalling and unmarshalling (#319)
- The world's entity state can be extracted and re-established via
World.DumpEntities()
andWorld.LoadEntities()
(#319, #326) - Adds functions
ComponentIDs(*World)
andResourceIDs(*World)
to get all registered IDs (#330) - Adds methods
Mask.And
,Mask.Or
andMask.Xor
(#335) - Adds build tag
tiny
to restrict to 64 components for an extra bit of performance (#338) - Adds methods
Relations.Exchange()
,Relations.ExchangeBatch()
,Relations.ExchangeBatchQ()
for exchange with relation target (#342) - Generic API adds
Exchange.WithRelation()
and optional target argument for operations with relation target (#342) - Generic API adds
MapX.AddBatch()
,MapX.AddBatchQ()
,MapX.RemoveBatch()
andMapX.RemoveBatchQ()
(#342) - Generic API adds optional relation target argument to most
MapX
methods (#342) - Generic API adds
FilterX.Filter()
to get anecs.Filter
from a generic one (#342) - Generic API adds
Map.SetRelationBatch()
andMap.SetRelationBatchQ()
(#344) - All batch operations (except entity creation) return the number of affected entities (#348)
- Reduces archetype memory footprint by using a dynamically sized slice for storage lookup (#327)
- Reduces event listener overhead through granular subscriptions and elimination of a heap allocation (#333, #334, #335, #337, #340)
- Adds an overview to packages
ecs
andgeneric
on how to achieve ECS manipulation operations (#345)
- Entity generation data type changed from
uint16
touint32
(#317) - Adds unitoftime/ecs to competition benchmarks (#311)
- Adds competition benchmarks for accessing 10 components (#328)
- Upgraded to Go 1.21 toolchain (#308)
- Emphasize in
Entity
andWorld
docs that entities are intended to be stored and passed by copy, not by pointer (#306)
Entity relations were added as a first-class feature (#231, #271)
Relations are used to represent graphs of entities, e.g. hierarchies. They can be added, removed and queried just like normal components. The new feature offers ergonomic handling of entity relations, and provides relation queries with native performance.
- Removed
World.Batch
for entity batch creation, useBuilder
instead (#239) - Rework of generic entity creation API, use
MapX.New
,MapX.NewWith
,MapX.NewBatch
andMapX.NewQuery
(#239, #252) - Stats object
WorldStats
etc. adapted for new structure of archetypes nested in nodes (#258) - Removed generic filter method
FilterX.Filter
(#271) - Method
Batch.NewQuery
renamed toBatch.NewBatchQ
(#298)
- Relation archetypes are removed when they are empty and the target entity is dead (#238, #242)
- Support an unlimited number of cached filters, instead of 128 (#245)
WorldStats
contains the number of cached filters (#247)- Archetypes with entity relations are removed on
World.Reset
(#247) - Capacity increment can be configured separately for relation archetypes (#257)
- Adds methods for faster, unchecked entity relation access (#259)
- Re-introduce
World.Batch
for batch-processing of entities (add/remove/exchange) (#264) - New method
Builder.Add
for adding components with a target to entities (#264) - New method
Batch.SetRelation
for batch-setting entity relations (#265) - New methods
Builder.AddQ
,Builder.RemoveQ
etc. to get a query over batch-processed entities (#297) - Sends an
EntityEvent
to the world listener on relation target changes (#265)
- Reduce memory footprint of archetypes by moving properties to nodes (#237)
- Queries iterate archetype graph nodes in an outer loop, potentially skipping nested relation archetypes (#248)
- Relation archetypes are recycled in archetype graph nodes (#248)
- Already empty archetypes are not zeroed on reset (#248)
- Optimize
RelationFilter
: get archetype directly instead of iterating complete node (#251) - Cached filters use swap-remove when removing an archetype (#253)
- Speed up generic query re-compilation after changing the relation target (#255)
- Speed up archetype and node iteration to be as fast as before the new nested structure (#270, #288)
Filter cache stores archetype graph nodes instead of archetypes (#276)(#288)- Use
uint32
instead ofuintptr
for indices and query iteration counter (#283) - Cached filters use a map for faster removal of archetypes (#289)
- Speed up iterating through many archetypes by approx. 10% (#301)
- Adds an example for creating and querying entity relations (#256)
- Adds a section on entity relations to the
ARCHITECTURE.md
document (#256) - Replace Aos benchmarks plot in README for pointer iteration fix #284 (#285)
- Adds a plot for entity relation benchmarks to ARCHITECTURE.md (#290)
- Adds an outline of the most important types and functions to each sub-package (#295)
- Remove go-gameengine-ecs from Arche benchmarks (but not from competition!) (#228)
- Reduce memory size of
Query
and internal archetype list by 8 bytes (#230) - Generic filters are locked when registered for caching (#241)
- Adds benchmarks for getting and setting entity relations (#259)
- Arche now has an official logo (#273)
- Use for loop with counter in AoS competition benchmarks, to allow for pointers (#284)
- Tweak/improve example
batch_ops
(#222) - Adds an example for running simulations in parallel (#223)
- Adds benchmarks for world component access with shuffled entities (#224)
- Adds method
World.ComponentType(ID)
to get thereflect.Type
for component IDs (#215) - Adds methods
World.GetUnchecked
andWorld.HasUnchecked
as optimized variants for known static entities (#217, #219) - Adds method
MapX.GetUnchecked
to all generic mappers, as equivalent to previous point (#217, #219) - Adds methods
Map.GetUnchecked
andMap.HasUnchecked
to genericMap
, as equivalent to previous points (#217, #219)
- Optimize
World.Alive(Entity)
by only checking the entity generation, but notid == 0
(#220)
- All world methods with an entity as argument panic on a dead/recycled entity; causes 0.5ns slower
World.Get(Entity)
(#216)
- Minor README and docstring tweaks (#211, #213)
- Use coveralls.io for test coverage, add respective badge (#212)
- Speed up generating world stats by factor 10, by re-using stats object (#210)
- Extend documentation and benchmarks for
Entity
(#201) - Add a section with links to the Arche tools arche-model and arche-pixel (#202)
Arche v0.6.0 features fast batch entity creation and deletion, cached filters, and many internal optimizations.
- Batch creation and deletion of entities, with up to 4x and 10x speedup, respectively. Even more when combined with
World.Reset()
. - Cached filters for handling many archetypes and complex queries without slowdown.
- A lot of internal performance optimizations.
- Generic mappers do no longer return all components when creating entities or components (#145)
- Resources API moved out of the world, to a helper to get by
World.Resources()
(#150) World.Reset()
does no longer remove the component change listener (#157)- Removes methods
filter.ALL.Not()
andfilter.ANY.Not()
, useNoneOf()
andAnyNot()
instead (#160) - World listener function takes a pointer to the
EntityEvent
instead of a copy as argument (#162)
- Adds method
World.Reset()
, to allow for more efficient systematic simulations (#138) - Adds
World.Batch()
helper for performing optimized batch-creation and batch-removal of entities (#149) - Adds method
Mask.Exclusive()
to create a filter matching an exact component composition (#149, #188) - Generic mappers (
Map1
, ...) have methodsNewEntities
,NewEntitiesWith
andRemoveEntities
for batch operations (#151) - Batch-creation methods (ID-based and generic) have variants like
NewEntitiesQuery
that return a query over the created entities (#152) - Notification during batch-creation is delayed until the resp. query is closed (#157)
- Batch-remove methods (
RemoveEntities()
) return the number of removed entities (#173) - Filters can be cached and tracked by the
World
to speed up queries when there are many archetypes (#178) - Function
AddResource[T](*World)
returns the ID of the resource (#183)
- Speedup of archetype mask checks by 10% by checking mask before empty archetype (#139)
- Speedup of generic queries and mappers to come closer to ID-based access (#144)
- Speedup of archetype mask checks by casting filter interface to concrete type when possible (#148)
- Optimized batch creation of entities (#159)
- More efficiently clear the memory of removed components, with 2-3x speedup (#165)
- Do not clear memory when adding entities to archetypes, not required anymore as of #147 (#165)
- Speed up copying entity to archetype by getting entity pointer without reflection (#166)
- Avoid slice allocations in generic mapper methods (#170)
- Avoid type checks in query when iterating archetypes (#179)
- Speed up counting entities in queries with a cached filter (#182)
- Implements a fast and memory-efficient lookup data structure for components ID keys, to reduce the memory footprint of archetypes and the archetype graph (#192)
- Speedup of archetype creation by 40% by using a
const
for archetype storage page sizes (#197)
- Archetype storage buffers are "zeroed" when removing entities, to allow GC on pointers and slices in components (#147)
- Use slices instead of arrays inside paged archetype list to ensure pointer persistence (#184)
- Adds an example for batch-creation and batch-removal of entities (#173)
- Adds code examples to most public types, methods and functions (#183, #189)
- Restructure and extend benchmarks (#146, #153, #155, #156)
- Add an ECS competition benchmark for adding and removing components (#170)
- Add benchmarks for different ways to implement parent-child relations between entities (#194, #195)
- Speedup of archetype access by 5-10% by merging storages into archetypes (#137)
- Document all private functions, types and methods (#136)
- Adds a section and plot on benchmarks against other Go ECS implementations to the README (#138)
- Internal code refactoring (#136)
- Move method
nextArchetype
fromWorld
toQuery
. - Remove internal type
queryIter
. - Move repetitive pointer copying code in
storage
into a private method. - Move repetitive entity creation code in
World
into a private method.
- Move method
Feature release. Does not break v0.4.x projects.
- The World handles ECS resources, i.e. component-like global data (#132)
- Generic access to world resources (#132)
- Adds an example for the use of resources (#132)
- Speedup archetype access by 10%, by elimination of bounds checks (#126)
- Speedup entity access from queries by 50% by using a component storage for them (#131)
- Minor optimizations of component storage (#128)
- Adds an example to demonstrate how to implement classical ECS systems (#129)
- Adds memory per entity to archetype stats (#124)
- Adds benchmarks of Arche vs. Array of Structs (AoS) and Array of Pointers (AoP), for different memory per entity and number of entities (#123)
Query
has methodsCount()
andStep(int)
, primarily for effective random sampling (#119)
- Adds example
random_sampling
to demonstrate usage ofQuery.Count()
andQuery.Step(int)
(#119)
Query.Next
,Query.Get
, etc. now always panic when called on a closed query (#117)
- Update to go-gameengine-ecs v0.9.0 in benchmarks (#116)
- Remove internal wrapper structs in generic queries and maps (#120)
EntityEvent
has more consistent values when an entity is removed (#115)EntityEvent.NewMask
is zeroEntityEvent.Removed
is contains all former componentsEntityEvent.Current
isnil
- Avoid creation of unused archetypes by splitting the archetype graph out of the actual archetypes (#113)
- Use slice instead of fixed-size array for type lookup in component registry (#113)
- Avoid copying
entityIndex
structs by using pointers (#114)
- Fix units symbol for bytes from
b
toB
in string formatting of world statistics (#111)
- Adds github.com/wfranczyk/ento to benchmarks (#110)
API revision, split out generics and filters into separate packages.
- Generic queries support optional, additional and excluded components (#53, #56, #58, #59, #60, #63)
- Logic filters for complex queries (#54, #58, #61)
Query
andWorld
have a methodMask(Entity)
to access archetype masks (#65)- Generic query
Get
method returns all queried components (#83) - Added method
World.Stats()
for inspecting otherwise inaccessible world statistics (#67) - Entities can be initialized with components, via ID as well as using generics (#76)
- A listener function can be registered to the world, for notification on entity changes (#77)
- Support for up to 128 distinct component types per world (was limited to 64 before) (#78)
- Generic entity manipulation through types
Map1
,Map2
, ... andExchange
(#79, #84, #87)
- Generic queries are compiled to masks and cached on first build (#62)
- Optimization of adding/removing components, with 2-3x speedup and vast reduction of (number of) allocations (#93)
- Speed up component world access by use of nil pointer check instead of bitmask (#96)
- Overhaul of the module structure, with generics and filters in separate packages (#55, #57, #61, #64)
- Boilerplate code for generic filters and queries is auto-generated with
go generate
(#64) - Ensure 100% test coverage by adding a CI check for it (#68)
World.RemEntity(Entity)
is nowWorld.RemoveEntity(Entity)
(#87)- More examples as user documentation (#83, #95)
- General API cleanup with renaming of several types and methods (#100)
- Fix failing https://pkg.go.dev to fetch Arche version v0.3.0
- Added a layer of generic access as alternative for using component IDs, for type safety and ergonomics (#47, #48)
- Generic queries like
Query1[T]
,Query2[T, U]
, ... (#47) - Generic add, assign and remove (
Add[T]()
,Add2[T, U](), ...
) (#47) - Generic get, has, and set through component mapper
Map[T]
(#47)
- Generic queries like
- Use of an archetype graph to speed up finding the target archetype for component addition/removal (#42)
- Minor optimization of component access by queries (#50)
- Reduced dependencies by moving profiling and benchmarking to sub-modules (#46)
- Smaller integer type for component identifiers (#47)
World
has methodExchange
to add and remove components in one go (#38)World
has methodAssign
add and assign components in one go (#38)World
has methodAssignN
add and assign multiple components in one go (#38)
- Optimization of
Query
iteration, avoids allocations and makes it approx. 30% faster (#35) - Much smaller archetype data structure at the cost of one more index lookup (#37)
- Removed method
Query.Count()
, as it was a by-product of the allocations in the above point (#35) - Archetypes are stored in a paged collection to use more efficient access by pointers (#36)
- Extended and improved documentation (#34)
- Add
Config
to allow for configuration of the world (currently only storage capacity increment) (#28) Query
has a methodCount()
, reporting the total number of matching entities (#30)
- Use aligned item size in component storage for faster query iteration (#25)
- Queries lock the World, and automatically unlock it after iteration (#26)
- Avoid allocation in
World.Has(entity, compID)
(#16) World.RemEntity(entity)
panics on dead entity, like all otherWorld
methods (#18)- Reserve zero value
Entity
to serve as nil/undefined value (#23)
Initial release.
Basic ECS implementation.