entreri /

Michael Ludwig e4a3c26 

Michael Ludwig f0e4091 

Michael Ludwig e4a3c26 

Michael Ludwig f0e4091 
Michael Ludwig e4a3c26 

Michael Ludwig f0e4091 
Michael Ludwig e4a3c26 

Michael Ludwig f0e4091 
Michael Ludwig e4a3c26 

Michael Ludwig f0e4091 

Michael Ludwig b4d9f39 

Michael Ludwig ae49510 

Michael Ludwig b4d9f39 
Michael Ludwig e4a3c26 

Michael Ludwig 4c8b372 
Michael Ludwig e4a3c26 

# Entreri

Entreri is a data-oriented entity-component framework designed for high 
performance applications and games. It scales well to tens of thousands of 
instances, in both memory and performance, and fits data models that require 
many similar objects of the same type, objects with composable types at runtime
, and combinations thereof.

Using annotations and minor limitations to type definitions, component data
is packed into primitive arrays to improve cache locality. Fly-weight instances
are then used to access the packed data.

Java's garbage collection can move objects around, hurting locality when using 
Object arrays or collections. By using primitive arrays or buffers storing
managed data in blocks, all of your game data will be automatically stored in a
cache friendly, and iteration friendly manner.

In addition, this requires less memory per instance because the actual
component data is stored in packed structures, avoiding the Java Object model
overhead normally associated with complex classes.

In off-the-cuff performance tests, garbage collection in other entity-component
frameworks could cause performance to slow down by a factor of 2 to 4, while 
Entreri remained consistently fast (pre-GC performances near identical).

## Maven

Entreri can be easily added to a [Maven][] project with the XML snippet below.
The Eclipse plugin, [m2e][], can be used for Maven/Eclipse integration.


## Release Notes

### 1.6.0
* Completely replace old Controller API with a multi-threading oriented Task 
  and Job API.
* Add versioning to components so that properly implemented types report when 
  their data is changed.
* Entities and components can now be owned by each other (and other types 
  implementing Owner), allowing components to be grouped together and have the
  same lifetime automatically.
* Add `Required` annotation to support component type dependencies. When a 
  component is added to an entity, all required components are also added, and
  are owned by the initiating component.
* Improve toString() methods for Component and Entity.
* Add `SharedInstance` documentation annotation for when unmanaged instances
  are reused by a ComponentData instance.

### 1.5.3
* Improve performance in default Property implementations by restricting them
  to a single primitive per component (removing a multiply and add on access).
* Expose multi-element supporting IndexedDataStores that were previously hidden
  inside the provided Property implementations.
* Simplify Phase enum and usage to not need ALL value.
* Fix bug with time delta calculation.
* Improve Result API in ControllerManage to not cause a type explosion.
* Add @Clone attribute to allow more flexibility in `PropertyFactory.clone()`
  without requiring you to implement an entire PropertyFactory.

### 1.5.2
* Improve PropertyFactory API to better support custom Property definitions 
  that want to define new annotations to control default behavior, etc.
* Replace Controller data storage using Key objects with a simple Result API
  that allows Controllers to express interest in data and have that injected
  using custom interfaces defined by the computing controller.

### 1.5.1
* Add protected onSet(int) method to ComponentData to better support 
  ComponentData's that rely on unmanaged fields for caching.
* Add functionality to estimate memory usage by component type.
* Update ControllerManage to record run time performance of each controller,
  for the last executed frame.
* Changed the no-argument process() method in ControllerManager to use the
  real change in time from the last frame, instead of a fixed time delta.