Improved root data types

This commit is contained in:
Brychan Dempsey 2021-04-01 11:19:03 +13:00
parent 0c12f8d38b
commit 1e9fc8d180

View File

@ -3,17 +3,41 @@
*
* Contributors:
* Brychan Dempsey - brychand@hotmail.com
*
* References:
* https://code.austinmorlan.com/austin/ecs - 'A simple C++ Entity Component System' - released under MIT licence
*
*/
import java.util.*;
public class ECS {
// Entities in an ECS are just a unique integer
List<Integer> entities = new ArrayList<>();
// As mentioned by Austin Morlan, a queue is a better choice of data structure for the entity list
// - it allows the first element to be efficiently popped from the list
Queue<Integer> unusedEntities = new ArrayList<>();
// As the entity subscribes (or does not) to a component, we can use a boolean state to represent the subscription
// If we instead store the list of indicies the component is subscribed to, we would use significantly more
// memory space due to the components being defined as a 32-bit integer.
// In a BitSet, each bit is a flag. Therefore we can represent subscription to the first 32 components in the
// same space as one as a 32-bit int.
//
// This list therefore uses the index of the BitSet as its reference to the entity.
List<BitSet> entityRegistrations = new ArrayList<>();
// Each component can be assigned to every possible entity. There is a reasonably unlimited number of possible components;
// so therefore we get an array of arrays containing all of a component's data allocations.
// Access is in [componentType][entityNumber] format; getting the data from a subscribed entity is performed like so:
// (<datatype>)componentDataArrays.get(ComponentIndex).get(Entity);
// Unfortunately, given Java's constraints on dynamic typing (run-time type determination), the returned data must be
// explicitly cast. Therefore, all components must implement the IComponent interface - which mandates the getType()
// function
List<List<Object>> componentDataArrays = new ArrayList<>();
// Components are either primitive types or class/struct definitions, with an additional list associating
// the entities the component is assigned to
List<Object> components = new ArrayList<>();
List<List<Object>> componentAssociations = new ArrayList<>();
// Systems are user-defined functions that are called by the game engine, usually at a regular interval such
// as between every render frame. It must be able to find all instances of a specific component, in order
// to update/read its data. A component