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 needing runtime aspects
, and combinations thereof.
Using annotation processing over component interfaces, the underlying
is packed into primitive arrays to improve cache locality. Fly-weight proxy instances
are then used to access the packed data. Other advanced features include runtime
decoration of components with new data, and a multi-threading oriented task
API to process the entity system.
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 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).
<dependency> <groupId>com.lhkbob.entreri</groupId> <artifactId>entreri</artifactId> <version>1.7.0</version> </dependency>
- Drastically simplify
Componentdefinition by using interfaces and APT.
IndexedDataStoreto consolidate property package.
EntitySysteminterfaces and hide their implementations
in an impl package.
ComponentData. Types now extend
Componentdirectly as sub-interfaces. The
onSet() method has also been removed, but the same functionality can be used with the
- Component proxy implementations generated at build time using an annotation
as(Class)to get components from entities with vivifying behavior, and add
has(Class)->booleanas a convenience to check for component presence.
Entity.getIfModified()method because its semantics were vague and unhelpful.
- Make version numbers unique within a component type.
getVersion()logic for invalid components.
- 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.
Requiredannotation 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.
SharedInstancedocumentation annotation for when unmanaged instances
are reused by a ComponentData instance.
- 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
without requiring you to implement an entire PropertyFactory.
- 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.
- 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.