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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

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Entity Component System implemented using C++20

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

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Entity Component System implemented using C++20

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

About

Entity Component System implemented using C++20

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

About

Entity Component System implemented using C++20

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

About

Entity Component System implemented using C++20

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

About

Entity Component System implemented using C++20

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Forks

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

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Entity Component System implemented using C++20

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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EntityComponentSystem

This repository contains an Entity Component System (ECS) implemented using C++20.

  • A Component is a Plain Old Data type (POD). In this implementation it's a Trivially Copyable type.
  • An Entity is a container of components. These components can be added or removed from the entity. In this implementation an entity is essentially a std::array of std::variant which stores std::unique_ptr to components.
    (There's also a struct version in which an Entity is a struct which directly holds pointers to components, without a std::array. This version is faster but also less safe and harder to maintain. Check out "struct_version" branch to see it.)
  • A System is a function which uses entities' components to perform a computation.

An entity component system "facilitates code reusability by separating the data from the behavior" (source). Components and entities handle the data. Systems handle the behavior.

Since all entities are of the same class, an entity may enroll in one or more groups in order to differentiate its behavior from other entities.
These groups can be used as an alternative to classes, since the user can write a system which handles only entities who are members of a specific group, thus differentiating their behavior from other entities.
Additionally, this implementation doesn't use inheritance so there is no overhead due dynamic dispatch.

This entity component system was built with the following ideas in mind:

  1. Principle of locality.
  2. Object pool design pattern.
  3. Entity Component System architectural pattern.
  4. Multithreading.

In short: It couples entity-component-system-architectural-pattern with object-pool-design-pattern to fully leverage principle-of-locality-based-optimizations performed by multiple threads. It does so by pooling both components and entities in object pools, and by executing the systems asynchronously.

Components and entities are allocated at compile time using their respective pools.
Each component type has its own pool, and all entities are allocated in a single entities pool.
Since an entity is essentially a std::array of std::unique_ptr to std::variant, iterating over an entity's components isn't as fast as iterating directly over all components of a specific type, since they are stored by their pool contiguously in memory.
The user of this repository is highly advised to design its components in a way such that when a system uses a component to perform its computation, it has all the data it needs in that component, rather than having to query for another component of that entity.
A good rule of thumb is that if a system needs two components to perform its computation, it's probably better to combine the two components into a single component.

Some toy examples are present at 'EntityComponentSystem/ecsTests.cpp'.
NOTE: this implementation is not entirely thread-safe, as the Entity class is not protected by a mutex.
The allocation and deallocation of components and entities is thread-safe however.

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Entity Component System implemented using C++20

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