Comments (1)
Problem
This is actually a bit harder to solve, since it would require a totally different handling of certain API calls or a lot of different conditions to make sure a user does not "Set" or "Get" a tag component.
Different solution
Instead a different solution was picked, each tag component still allocates an array ( which still is very very cheap ), but those arrays are not part of the chunk size calculation. This way Transform, Rotation, AITag
and Transform, Rotation
will fit the same amount of entities into each chunk, regardless of the tag. Since the tag is not being acessed in queries, the speed is also optimal.
This solution is like the golden middle.
Partially solved in b56ec46
from arch.
Related Issues (20)
- Unity support HOT 13
- Integrate preprocessor into event call methods for better code readability
- Entity relations
- Duplicated results in query HOT 16
- `Debug.Assert` for operations on entities and dead entities. HOT 2
- Refactor `World.Add<T>` and `Archetype` to capsulate Edge creation
- Arch.Extended `ParallelQuery`?
- Alternative to Dictionary<T, int> HOT 5
- Moving Entity causes messed up `World.EntityInfo` and zombie references HOT 1
- `in Entity` vs `ref Entity` in `Query()` overloads HOT 2
- Replace Dictionary EntityInfo with a simple array. HOT 8
- Non-github contact details/discussion area? HOT 3
- Possible reference issue? HOT 5
- macOS arm64 support HOT 3
- `WithNone<Component>()` doesn't remove those entities from the query HOT 5
- Add `World.Create(object[])` HOT 2
- How can I make a sorted query ? HOT 2
- Entity creation and add of components while iterating a query HOT 14
- Add instance receivers for `EventBus`
- New QueryDescription magically erases entities of unrelated types HOT 15
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from arch.