Classic C# Threads for DragonECS
Languages: | Русский | English(WIP) |
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Support for processing entities in multiple threads, based on classic C# threads implementation.
NOTICE: The project is a work in progress, API may change.
While the English version of the README is incomplete, you can view the Russian version.
Versioning semantics - Open
Requirements:
- Dependency: DragonECS
- Minimum version of C# 7.3;
Optional:
- Support for NativeAOT
- Game engines with C#: Unity, Godot, MonoGame, etc.
Tested with:
- Unity: Minimum version 2020.1.0;
The framework can be installed as a Unity package by adding the Git URL in the PackageManager or manually adding it to Packages/manifest.json
:
https://github.com/DCFApixels/DragonECS-ClassicThreads.git
The framework can also be added to the project as source code.
EcsThreadHandler _handler;
public void Run(EcsPipeline pipeline)
{
var group = _world.Where(out Aspect a);
void Handler(ReadOnlySpan<int> entities)
{
foreach (var e in entities)
{
a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
}
}
group.IterateParallel(_handler ??= Handler, 1000);
}
NOTICE: The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance.
NOTICE: Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.