Comments (2)
If you connect your application to the explorer, you'll see that this is due to a growth in the number of empty tables:
The reason this is happening is because of these three lines:
attack.add<CastOf>(e);
attack.add<Target>(monsters[rand()%monsters.size()]);
e.add<Damage>(monsters[rand()%monsters.size()]);
You have 1000 monsters, which means there are in total 1000 * 1000 * 1000 unique combinations of pairs. Unique combinations of components (and pairs) create tables in Flecs. So given enough time, your application will create 1 billion tables, which is a lot.
The memory growth can be solved by periodically cleaning up empty tables, which you can do by adding the following system to your application:
world.system()
.interval(0.1)
.no_readonly()
.iter([](flecs::iter& it){
ecs_delete_empty_tables(it.world(), 0, 1, 1, 0, 0);
});
That doesn't solve the high CPU issue. Here there are a few things you can improve:
- The system that prints the attack count creates a filter each frame, which is a bit wasteful. Filters are also not as fast as queries, so to speed this up you can do this instead:
flecs::query<Attack> q = world.query<Attack>();
world.set<Root>({0});
world.system<Root>()
.each([=](flecs::entity e, Root& root){
// ...
std::cout << "tick : attack count" << q.count() << std::endl;
});
- The
CastOf
,Target
andAttack
relationships fragment your attack entities to the point where you only have a single attack entity per table. To fix this, you can turn these into union relationships (docs on unions):
world.component<Attack>().add(flecs::Union);
world.component<Damage>().add(flecs::Union);
world.component<CastOf>().add(flecs::Union);
You could also consider making them regular components, like:
struct Attack {
flecs::entity entity;
};
After these fixes, I can easily run the application at ~1000 FPS.
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Thank you very much!
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Related Issues (20)
- ecs_entity_init with empty separator fails when entity with that name already exists HOT 1
- Fatal errors when trying to integrate into Emscripten project HOT 3
- Bug: add enum to entity with existing components causes component data to change HOT 1
- Excessive Entities Registered During Enum Constant Registration on MSVC Compiler HOT 6
- ecs_world_to_json doesn't serialize component values HOT 2
- Infinite recursion when adding component with cyclic `With` relationship HOT 1
- Query DSL - ECS_SYSTEM : [out] pair in empty entity with Sync Point HOT 1
- Emscripten to JS library? HOT 2
- The strings.flecs example shows error in the explorer HOT 1
- Abnormal CPU rise when observer HOT 3
- INTERNAL_ERROR when call children() HOT 2
- Clone entity with name cause internal error HOT 2
- Pair id gives error when deserialized from json HOT 1
- Add a proper data validation and hints API to the meta addon HOT 8
- Crash On flecs_defer_end HOT 5
- Correct way to manually specify entity ids HOT 2
- Assignment within conditional expression error HOT 1
- When deleting an entity, the next created entity gets a bad ID (FLECS 3.2.9) HOT 1
- observer loss event HOT 2
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