Timeline for Incrementally processing large number of entitites in an entity-component system
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Feb 14, 2018 at 16:34 | answer | added | Niall Quinlan | timeline score: 0 | |
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Jun 2, 2017 at 16:34 | comment | added | Danny Yaroslavski | I think all those approaches are reasonable, but your specific scenario will determine which make more sense- that is, will entities be constantly added and removed, if there's few enough entities should all of them be processed each frame, etc. The specifics of your scenario will really affect the algorithm choice. | |
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Apr 25, 2017 at 15:59 | comment | added | Charanor |
Using the Gdx-ai extention you can do this quite easily in a native-gdx way. I'll se if I have time to answer this later otherwise just look up Gdx AI for yourself.
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Nov 28, 2016 at 6:47 | answer | added | Benzi | timeline score: 0 | |
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Sep 22, 2016 at 4:45 | answer | added | Max | timeline score: 1 | |
Sep 22, 2016 at 4:39 | comment | added | Max | Hmm, only problem is presumably you'd want to pick up where you left off on the previous cycle, right? But what if entities were added or removed during that time? | |
Sep 21, 2016 at 15:59 | comment | added | Jesse Williams | Possibly, if max time is hit, all dirty objects increase in priority before being marked as (or really left as) dirty to ensure they are hit the next time around. | |
Sep 21, 2016 at 15:59 | comment | added | Jesse Williams |
One option would be to add an IsDirty boolean property to the objects. Run through and "clean" the objects as you've processed them. Once the list is empty, mark them all dirty and cycle again. The benefit I see in this is that your processing entity could take n per cycle, process them and mark them as clean without having to track the order they are in the list. You could also set a priority and a max time value. Higher priority objects are processed first (can be ordered anywhere in the list), and after your max time, all objects are set dirty again in case the timing is off.
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Sep 21, 2016 at 15:39 | history | asked | Max | CC BY-SA 3.0 |